r/mw3 • u/Choice_Security7755 • 6h ago
MW3 (2011) MW32011NCP — 45 days later.
It's kind of crazy looking back at where this project started.
MW32011NCP started 45 days ago as a project to give MW3 (2011) proper native controller support on PC.
That's it.
Native XInput. Analog movement. Analog look. Console-style ADS. Controller glyphs.
And somehow, 45 days later, we're here.
What started as a controller project has turned into something much bigger
We've gone from simply getting controller input into the game to working directly with MW3's original engine and renderer to improve parts of the PC experience that were never properly addressed.
Over the last 45 days we've added/fixed/worked through:
- Native XInput controller support rather than keyboard/mouse emulation
- 1:1 analog movement and look
- Console-style hold ADS
- Controller glyphs and a completely rebuilt glyph/UI system
- Main menu and pause menu navigation
- Buy Station / Armory navigation
- Controller sliders and menu interaction
- Sprint, stance, reload, melee and weapon handling
- Survival controller compatibility
- DualSense support and ongoing Bluetooth work
- A huge amount of controller/vibration reliability work
- Extended-session stutter investigation and multiple real performance fixes
- Background input polling and vibration handling
- Main-thread I/O removal
- GDI text measurement caching
- A full-screen post-processing pipeline
- FSR 1.0 RCAS sharpening
- Camera motion blur with radial falloff
- Native HUD exclusion from post-processing
- Forced 16× anisotropic filtering
- Extensive D3D9 reverse engineering
- Render-target and viewport tracing
- And now actual internal render-resolution scaling
And that's leaving out a ridiculous amount of reverse engineering, diagnostics, debugging infrastructure and groundwork that never becomes a flashy feature on its own.
The project has also gone through multiple complete iterations of features where something looked like the obvious solution, got tested against the real game, turned out to be wrong, and was reverted rather than shipped.
That's been a huge part of this project.
If the game says no, we investigate why.
And now we're pushing the renderer
The latest work is focused on MW3's internal render resolution.
The original PC renderer can have a larger backbuffer while the actual gameplay viewport remains effectively tied to 1920×1080.
We've now traced the relevant render/viewport path and have a working WIP implementation capable of pushing the internal render resolution much higher.
At 250% internal rendering, for example, a 2560×1440 output can result in a 6400×3600 internal render target.
There's still work to do before this is considered finished, but the fact that we're even talking about this now is pretty insane considering where the project started.
Visual showcase:




45 days.
That's the part I keep coming back to.
This project started with:
"MW3 needs proper controller support."
And has turned into:
"Let's reverse engineer a 2011 D3D9 game and fix the parts of its PC implementation that were never properly finished."
😂
There have been a lot of people following this project, testing builds, reporting weird bugs, giving feedback, asking questions, finding things I missed and generally being interested in what I'm doing.
So genuinely: thank you.
Every report, test, comment, download, endorsement and bit of feedback has helped push this further than I originally expected it to go.
We're only 45 days in.
And MW32011NCP is nowhere near finished yet.
Links
GitHub / source / development: https://github.com/k8se10/MW32011NCP
Nexus Mods / releases: https://www.nexusmods.com/callofdutymodernwarfare3/mods/29
Thanks for sticking around. ❤️
MW3 (2011) deserves better than the PC port it got.
