The operational target is 90 FPS in multiplayer at High settings. That target does not define output resolution, upscaler mode, ray-tracing configuration, or a locked 90 FPS during every effects-heavy fight, so the listed recommended hardware needs to be read as a starting point rather than a universal preset.
At 90 FPS, the frame-time budget is 11.1 ms. Multiplayer performance can break that budget through CPU-heavy scenes, streaming, particle effects, or VRAM pressure even when an average FPS counter looks acceptable. Call of Duty: Modern Warfare 4 provides more than 800 configurable PC options, which is useful only if the settings with the largest performance cost are handled first.
Table of Contents (7)
Modern Warfare 4 PC requirements at a glance
| Tier | CPU | RAM | GPU | VRAM | Storage | Use case |
|---|---|---|---|---|---|---|
| Minimum | AMD Ryzen 5 1400 or Intel Core i5-6600 | 8 GB | Radeon RX 470, GeForce GTX 970, GTX 1060, or Intel Arc A580 | 3 GB listed | 115 GB SSD | Entry-level play; no defined resolution or frame-rate target |
| Recommended | AMD Ryzen 5 3600 or Intel Core i7-8700K | 16 GB | Radeon RX 6600 XT, GeForce RTX 3060 Ti, or Intel Arc B580 | 8 GB | 115 GB SSD | 90 FPS multiplayer at High settings |
| 4K ray tracing | AMD Ryzen 7 3700X or Intel Core i7-10700K | 32 GB | Radeon RX 9070 XT or GeForce RTX 5070 Ti | 16 GB | 115 GB SSD | 4K play with ray tracing enabled |
Windows 11 64-bit and an SSD are part of the current PC baseline across these tiers. The 115 GB requirement deserves attention before preload begins on 15 October, particularly on systems where the game drive is already carrying several large installs. Digital-edition owners can access the campaign from 16 October, ahead of the 23 October release across PC, PlayStation 5, Xbox Series X|S, and Switch 2.
The recommended tier is a 1080p-to-1440p multiplayer baseline
The RX 6600 XT, RTX 3060 Ti, and Arc B580 are 8 GB-class cards. Their inclusion gives a clear hardware floor for the stated 90 FPS multiplayer objective, but it does not turn 8 GB into sufficient headroom for maximum textures, aggressive ray tracing, and native 4K simultaneously.
For this class of GPU, High settings should be the ceiling for an initial configuration. Use 1080p or 1440p output, leave ray tracing off, set textures to a level that remains inside the card’s VRAM allocation, and use an upscaler if native rendering cannot maintain consistent frame times. Ultra textures can consume memory without delivering a proportionate improvement during fast multiplayer movement, then punish the system with stutters when assets must be moved through limited VRAM.
The processor matters as much as the GPU once the game approaches a high-refresh target. The Ryzen 5 3600 and Core i7-8700K requirement is a meaningful baseline for map simulation, players, visibility calculations, background tasks, and busy combat scenes. A faster graphics card cannot repair a CPU-bound frame-time spike.

DLSS 4.5, FSR Redstone, XeSS 3, and SMAA T2X
Modern Warfare 4 supports NVIDIA DLSS 4.5, AMD FSR Redstone, Intel XeSS 3, and Filmic SMAA T2X. The first three reconstruct an image from a lower internal resolution. Filmic SMAA T2X is a conventional anti-aliasing route for players who prefer to avoid reconstruction artifacts, although it provides less performance relief than reducing internal render resolution.
| GPU family | Primary option | Practical role | Limit to remember |
|---|---|---|---|
| NVIDIA RTX | DLSS 4.5 | First reconstruction option for RTX owners; frame-generation features apply on supported hardware. | Generated frames can lift the displayed frame rate, but responsiveness still depends heavily on the base rendered-frame rate. |
| AMD Radeon | FSR Redstone | The appropriate starting point for Radeon systems, including the RX 6600 XT recommended tier. | Image stability varies with resolution, scene detail, and selected mode. |
| Intel Arc | XeSS 3 | The natural reconstruction path for Arc hardware, including the Arc B580. | Its value depends on the selected rendering mode and the game’s temporal implementation. |
| Any supported GPU | Filmic SMAA T2X | Preserves a conventional native-resolution anti-aliasing approach. | It does not reduce GPU workload as effectively as an upscaler. |
Start with the vendor-aligned upscaler in a Quality-type mode. Move to Balanced only if the frame-time budget still fails during multiplayer matches. Performance modes make more sense at high output resolutions than at 1080p, where the internal image can become too low-resolution for clean foliage, distant geometry, particle effects, and fine weapon-detail edges.
Frame generation needs a separate evaluation from the FPS counter. A displayed 120 FPS with generated frames does not have the same input response as 120 independently rendered frames. For a competitive setting, establish a stable native or upscaled base rate first. Frame generation is an optional smoothness layer after that baseline is secure.
Ray tracing belongs to a different hardware class
Infinity Ward extends real-time ray tracing across Campaign, Multiplayer, and DMZ, covering reflections, ambient occlusion, shadows, and volumetric effects. Those are multiple rendering costs, not a single cosmetic switch. At 4K, they are paired with four times the pixel count of 1080p before upscaling enters the picture.
The 4K ray-tracing setup calls for a Ryzen 7 3700X or Core i7-10700K, 32 GB of system memory, a Radeon RX 9070 XT or GeForce RTX 5070 Ti, and 16 GB of VRAM. This tier has twice the video-memory allocation of the standard 90 FPS recommendation. It should be treated as the requirement class for demanding high-resolution effects, not as an upgrade path required for ordinary High-settings multiplayer.
For the 90 FPS multiplayer target, ray tracing should remain disabled during the initial setup. That removes a substantial GPU variable and makes it easier to identify whether remaining drops come from the CPU, VRAM use, resolution, or background processes. Ray-traced reflections and shadows can be tested later only if frame-time consistency remains comfortably inside the target.

A settings order that exposes the real bottleneck
- Install the game on an SSD with the required 115 GB available and use Windows 11 64-bit.
- Set the High preset, then disable ray tracing before changing smaller image-quality controls.
- Select 1080p or 1440p output on 8 GB GPUs and choose DLSS 4.5, FSR Redstone, or XeSS 3 in Quality mode.
- Set texture quality according to the VRAM budget rather than automatically choosing the highest option.
- Use the integrated benchmark as a repeatable baseline. It simulates multiplayer and reports average FPS, CPU and GPU performance, ping, and input latency.
- Validate the result in live matches, where traversal, combat effects, and network conditions expose uneven frame pacing that a single average can hide.
- Apply a frame-rate cap only after the system’s sustained performance is known. On a 90 Hz display, a cap around 87 to 89 FPS can reduce oscillation at the refresh ceiling; on a higher-refresh panel, a 90 FPS cap preserves the stated target without pretending the recommended tier is built for 120 FPS or 144 FPS.
Why frame-time consistency matters in Collateral
Collateral is a round-based bomb-defusal mode where teams alternate between attacking and defending two bomb sites. Players begin with pistols, pre-made loadouts are disabled, weapons and equipment are lost on death, and earned cash carries between rounds. Its shop includes standard weapons, Tier 1 weapons, equipment, limited cash-purchased perks, and a team-purchased UAV rather than individual UAV access.
The mode disables automatic health regeneration, respawning, and Killstreaks. That structure makes a stable base frame rate more useful than a large counter inflated by frame generation. A dip during a decisive angle hold has a greater practical cost than a small reduction in texture quality or a less demanding reconstruction mode.
Hardware fit by system class
An RTX 3060 Ti system should begin with DLSS 4.5, High settings, ray tracing disabled, and texture options moderated for its 8 GB VRAM pool. An RX 6600 XT system fits the same raster-focused configuration through FSR Redstone, with 1080p as the lower-risk target. An Arc B580 system is part of the recommended tier and should use XeSS 3 as its first reconstruction option.
Systems below the Ryzen 5 3600 or Core i7-8700K class may still run the game, but the minimum tier does not carry the 90 FPS multiplayer target. Pairing an older four-core CPU with a stronger graphics card can leave the machine constrained by CPU frame-time spikes rather than average GPU utilization.
Players building specifically for 1440p high-refresh operation with demanding effects, or for 4K ray tracing, should look beyond the 8 GB recommended class. The RX 9070 XT and RTX 5070 Ti configuration provides the documented 16 GB VRAM and 32 GB system-memory tier intended for that heavier workload.
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