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Activision Releases Warzone’s Caldera Map Dataset Under a Non-Commercial License

Activision released a large OpenUSD dataset derived from Warzone’s Caldera map, with geometry and player-position data but no playable game or unrestricted commercial rights.
Length6 min Posted Quest giverVGSources Team
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Activision published a downloadable OpenUSD dataset derived from Call of Duty: Warzone’s Caldera map on July 30, 2024. It is a substantial environment scene for inspection, research, education, and non-commercial experimentation—not the complete Warzone game, the original production files, or a playable map. Activision calls it open source, but its custom license restricts use to non-commercial purposes unless the company grants separate commercial rights.

What Activision released

The public Activision/caldera repository contains a converted OpenUSD scene representing much of Caldera, the environment from Call of Duty: Warzone. Activision announced the release on July 30, 2024, describing it as a resource for academic and non-commercial use. The company says it is intended to broaden access to production-scale game data and support research into graphics, environmental geometry, AI and content generation, authoring tools, rendering systems, scene relationships, procedural editing, layout analysis, and player movement. Those are stated goals, not proof that a large body of subsequent research or commercial products has resulted.

The files provide an unusually large real-world scene for technical work with OpenUSD. They are not the complete production map: the repository describes them as a conversion of parts of production data, with important elements omitted. The distinction matters if you expect a finished game environment rather than a scene dataset.

What is in the dataset—and what is missing

Scene content

The repository includes renderable geometry, terrain and clutter represented through scene data and point instances, scene hierarchy and spatial relationships, cameras, level-of-detail variants, and alternative geometric representations used for tasks such as lighting or collision calculations. It also includes numerous USD files and smaller subsections, plus the example Python script caldera.py. The scene is organized for selective loading and inspection rather than as a single ready-to-render asset.

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Two types of player-position data are documented. The endpoint data at /players/endpoints/points_0 contains one million points representing where players ended matches; each point has position, a visualization color, and timing information. Breadcrumbs are time-varying samples of player positions, sampled approximately once every two seconds during matches according to the README. Attributes include position, opacity, color, and life, which represents progress from the start to the end of a match.

Activision describes the movement data as randomly selected and anonymized. That is not permission to infer player identities or profile individuals: the license expressly prohibits attempts to reidentify data in the Work.

Not included

The repository says textures, materials, many single-point entities such as spawn locations, and complicated script-based models are omitted. It does not provide the complete original production data, finished shaders, or the runtime systems that make Warzone playable. The download is not a game executable, mod, server, or restoration of the former game; it also does not include the game’s source code, matchmaking, weapons, characters, audio, missions, or online services. Without textures and materials, the geometry will not look like the shipped map without substantial additional work.

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How large is the scene?

Activision’s launch post and the repository README report different counts. They may reflect different revisions or ways of counting meshes, primitives, points, and instances; those terms describe different kinds of scene elements and should not be treated as interchangeable.

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Source Reported scale
Activision’s July 30, 2024 launch post Approximately 4 GB of geometry, more than five million meshes, 28 million primitives, and more than one billion point instances.
Current repository README A relevant scene portion approximately 2 by 2 miles, with roughly 17.5 million primitives and more than two billion points.

The figures do not form one consistent specification, so treat them as source-specific descriptions rather than a single precise total. Either account describes a multi-gigabyte, multi-million-element scene, which can make detailed loading slow or memory-intensive.

How to open and inspect Caldera

The repository documents a USDView workflow. Install a compatible OpenUSD distribution that provides usdview, clone or extract the repository, then start with the lightweight scene:

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usdview caldera.usda

The repository says this initially loads a lightweight representation. Scene settings use a Z-up axis and inches as the unit. For a closer look in USDView, follow the repository’s documented controls:

  1. Open caldera.usda.
  2. Hide the guide display purpose to remove gray scene-annotation boxes.
  3. Choose map_capital_square from the camera menu.
  4. Select the relevant scene primitive and change the district_lod variant from proxy to full.
  5. Load the terrain branch and change its LOD to full.
  6. Enable the render purpose if clutter such as grass and trees is not visible.

For more control over loading, the README also documents opening the island scene with payloads initially unloaded:

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usdview --unloaded map_source/mp_wz_island.usd

This can avoid immediately loading many payloads, but Activision warns that it may still take significantly longer than opening caldera.usda. The repository gives example scene paths such as /world/mp_wz_island/mp_wz_island_paths/mp_wz_island_geo/map_capital and /world/mp_wz_island/mp_wz_island_paths/mp_wz_island_geo/st_main/st_o. Example files include map_source/prefabs/br/wz_vg/mp_wz_island/commercial/hotel_01.usd, the terrain scene map_source/prefabs/br/wz_vg/mp_wz_island/superterrrain/st_main.usd, and the subsection map_source/prefabs/br/wz_vg/mp_wz_island/superterrrain/season_4/st_e.terrain.usd.

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The README points to OpenUSD Python bindings for programmatic inspection and includes caldera.py as an example. It says the workflow should translate to other tools, but import results depend on each application’s OpenUSD support, payload and instancing handling, materials, and capacity for a scene of this size. The repository does not establish reliable compatibility across specific versions of Blender, Unreal Engine, Unity, Maya, Houdini, or Omniverse.

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What the non-commercial license allows

Activision describes the release as open source, and the files are publicly downloadable and modifiable. The operative terms, however, are a custom Activision Non-Commercial Use License Agreement, not an unrestricted commercial license or a stated MIT, BSD, Apache-2.0, or CC BY grant. In plain terms, it allows use, modification, derivative works, public display and performance, and distribution of the Work and derivatives on a non-commercial basis. The grant is described as perpetual, worldwide, non-exclusive, no-charge, and royalty-free for those permitted non-commercial copyright uses.

The license identifies published papers, blog posts, presentations, benchmarking, similar non-commercial uses, and public release of applications using or based on the Work as permitted examples. That permission remains subject to its restrictions:

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  • Do not charge a fee or commercially profit from the Work or derivative works.
  • If you distribute the files or derivatives, provide recipients with a copy of the license and the applicable NOTICE file.
  • Mark modified files with prominent notices explaining that they were changed, and retain relevant copyright, patent, trademark, and attribution notices.
  • Do not attempt to reidentify data contained in the Work.
  • Follow any applicable licenses for third-party or open-source components.

A commercial game, paid asset pack, subscription service, or other commercially distributed product or service incorporating the Work requires a separate commercial-use license from Activision. The repository does not provide a public price list or an automated licensing checkout. The license also does not grant broad rights to use Activision or Call of Duty trademarks; it permits reasonable description of the Work’s origin and reproduction of the required notice, not a general branding or endorsement claim.

Who is likely to find it useful?

Caldera is best suited to technical users who want a large, complex OpenUSD environment to study or use in non-commercial work. Potential applications include rendering and geometry benchmarks, procedural world-building, scene-graph and authoring-tool development, layout analysis, scene understanding, LOD and instancing experiments, and education. The player-position data may support research into movement and spatial behavior, within the license’s privacy restriction.

It is a poor fit if you want a playable Caldera remake, ready-to-render textured assets, or a commercially usable environment. It may also frustrate beginners or users with limited storage, memory, or GPU resources: start with the lightweight scene or an unloaded/subsection workflow before trying to load the full detail. Activision’s release makes a substantial slice of a production game environment accessible for non-commercial study, but it does not turn Caldera into a finished asset pack or Warzone build.

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