Call of Duty 4: Modern Warfare & Modern Warfare Remastered
The Holographic Sight is first introduced to the player in "The Bog". It is available in USMC single-player missions on the M4A1 Grenadier variant. This attachment only appears in "The Bog", "War Pig", "Shock and Awe" and "Game Over". It is dropped by an SAS operative who dies after a car explodes on the destroyed bridge. It is different from the Red Dot Sight in that it has a higher zoom, but limits the player's peripheral vision; it can be compared to the ACOG Scope in this respect. It has a large red circle that has a small red dot in the middle of the sight. The Holographic Sight is exclusive to the campaign.
The Holographic Sight was also cut from the multiplayer of Call of Duty: Modern Warfare Remastered, referenced with strings in the game files with the name holosightmwr.
The Holographic sight on the "Grenadier" variant of the M4A1.
The Holographic Sight appears in the Nintendo DS version of Call of Duty 4: Modern Warfare as one of the two optical sights available in game, the other being the default, nondetachable sniper scope. It looks just like the holographic sight on the console versions, and even more similar, is only available in single player. However, it is always found attached to the M16A4, which is found on all USMC missions, extending its appearance, and making it more useful to the player.
The Holographic Sight is now an attachment in Call of Duty: Modern Warfare 2's multiplayer and is awarded for getting 60 kills while aiming down the Red Dot Sight for primary weapons, 100 kills with Machine Pistols, and 250 kills with Shotguns (the latter two without the Red Dot Sight prerequisite). Unlike the Call of Duty 4 version, the optics' relative size and reticle on the screen is smaller and the player's peripheral vision is far greater than before.
The key difference between the Holographic Sight and the Red Dot Sight is that the Red Dot is smaller which allows for better accuracy at range whereas the Holographic sits higher on the weapon and reduces the effects of the muzzle flash when a player is aiming down their sights. Some people find it easier to see their target and quickly find the reticle due to the translucent "cut-out" cross-hair which is a small circle with a larger circle around it. Others find that the larger sight actually obscures the target making it hard to aim precisely and acquire targets at range. The larger circle is much closer to the smaller circle, which is why the larger one obscures the target so much. It has a thicker frame than the Red Dot Sight, again reducing visibility. The preference between this sight and Red Dot Sight depends on whether the player needs long range pinpoint accuracy and has time for the sway to settle or whether the player will be firing on the move. It is also important to note that on the sunny maps (such as Afghan), the Holographic sight will sometimes appear to glare, making far shots difficult, especially against snipers who are difficult to see.
Due to the height of the Holographic Sight and its positioning, many will choose the type of sight depending on the sight on the gun. For example, for the UMP .45, where the sight is lower down (see image) many will choose a Holographic Sight over a Red Dot Sight, as the Holographic Sight doesn't block as much of the screen as it normally would. However, on weapons such as the AK-47 where the sight sits on top, many players will choose the Red Dot Sight instead, as the Holographic Sight will take up more space and obstruct the player's peripheral view.
The Holographic also adds key benefits to certain weapons, such as the FAL and M16A4. In addition to providing a clearer sight picture, the FAL gains five damage minimum damage. This translates to two hit kills at any range with Stopping Power or one shot to the head at close range. The M16A4's Holographic Sight reduces the recoil to a level more manageable than that of the FAMAS, rendering the M16A4 with Stopping Power and the Holographic superior. Much of the Heartbeat Sensor's display can also be seen while aiming down the sights with the M16A4 if the holographic sight is also equipped via the Bling perk.
The Holographic Sight returns in Call of Duty: Modern Warfare 3. The model for the sight is much more detailed, featuring labels and the manufacturer's logo. The default reticle is the same as in Call of Duty: Modern Warfare 2, but can be customized with the selection of reticles available for the Red Dot Sight and ACOG Scope. It is also a component of the Hybrid Sight. It has an enhanced zoom relative to the Red Dot Sight, having 1.5x optical zoom when ADS (note that the holographic component of the Hybrid Sight only has a 1.2x optical zoom when ADS, not 1.5x). It acts as an intermediary between the RDS and the ACOG scope. Furthermore, the area of the screen blocked by the sight frame is more significant than its Call of Duty: Modern Warfare 2 variant.
It is unlocked at Weapon Proficiency Level 8 for Machine Pistols, Weapon Proficiency Level 17 for Assault Rifles and Shotguns, Weapon Proficiency Level 19 for SMGs and Weapon Proficiency Level 22 for LMGs.
The Holographic Sight is available as weapon upgrade in Survival Mode by default and costs $1000. It can be purchased from the Weapon Armory.
The Holographic Sight returns in Call of Duty: Black Ops II as the EOTech Sight. Players can now customize the reticle after a certain amount of kills and extra challenges after the Spray reticle is unlocked. The EOTech Sight provides a higher level of zoom that serves as an hybrid between the Reflex Sight and the ACOG Scope. However, it has a thicker frame than that of the Reflex Sight which can slightly block the users view. The higher zoom makes the EOTech Sight a better choice for long range engagements, but the Reflex Sight is better for closer ranges. Interestingly, the EOTech Sight increases a weapon's centerspeed by 1%, giving a very slight decrease in the weapon's recoil. When combined with the grip, the effects stack, leading to a more noticeably reduced recoil spread pattern.
"Precision sight equipped with a damage falloff readout display."
— In-game description.
The Holographic Sight makes a return in Call of Duty: Ghosts. In multiplayer and Extinction, the switch on the left side of the sight is replaced with an LED bar showing how much damage the weapon will do at the current range; it goes up as the player moves closer with the weapon in ADS. The delineations on the bar show how much of the weapon's total damage it will deal, with marks at 25, 50, 75 and 100%; despite that "range" is written next to these numbers, they are associated with the "PWR" written at the bottom. In the campaign, the holographic sight is different from the one in multiplayer and extinction and only features some kind of upgrade for the sight. Aiming down the sight sees a few buttons which is connected to the sight for on/off switch easy.
The Holographic Sight seems to have been cut from Call of Duty: Advanced Warfare fairly early in development. Seen in some pre-release screenshots, it may have simply been a placeholder. On the Wrath of Atlas Xbox One image, one can see a Call of Duty: Modern Warfare 3-styled Holographic Sight attached to Gideon's Bal-27.
It is available to all weapons that can accept attachments, with the exception of the sniper rifles, the X16, the 1911, the M19 and the Sykov.
Call of Duty 4: Modern Warfare
If the player goes behind a fallen M4A1 Grenadier with the proper angle, it is possible to see the sight's cross-hairs. This also happens if the player sets their sensitivty to the maxium level and starts spinning around in circles while holding the weapon. This happens with all optics in the game, save for the sniper scopes.