- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
For a better comparison, watch the video in full-screen and at the highest quality.
Very soon, we will be introducing a new render for War Thunder, and we would like to familiarize you with the changes that players can expect to see in update 1.77. Today we will talk about temporal anti-aliasing technology.
In the upcoming War Thunder 1.77 update, we are introducing a new version of the Dagor Engine graphics engine and we want to tell you about a few new opportunities this render provides. One of the innovations is a new anti-aliasing algorithm – temporal anti-aliasing (TAA). Anti-aliasing is used in computer games to neutralize the effect of pixelation at the edges of objects. We previously used FXAA (Fast approXimate Anti-Aliasing) and MSAA (Multisample Anti-Aliasing). FXAA and MSAA provide far more humble results in graphics quality, smoothing only the edges of polygons or the sharp borders of images with various algorithms.
FXAA is an anti-aliasing algorithm that works on a resulting image, trying to find and smooth visual borders without taking into account depth and source geometry. This allows the algorithm to work very quickly, and in addition makes it compatible with any type of render, including deferred render, the technology that is currently a de facto standard in video games
MSAA is an algorithm implemented into the video card (hardware), antialiasing geometrical boundaries by means of additional samples at the border of the triangles. This provides a better visual result for silhouettes and remote objects at the expense of higher performance cost. This technology virtually provides antialiasing for boundaries (silhouettes) of geometrical objects and does not improve visual quality elsewhere. Besides this, such technology is hardly compatible with deferred render in practice and an acceptable result for modern rendering requires additional tricks, leading to additional calculation costs and visual issues and limitations.
TAA – temporal anti-aliasing – calculates a specific number of previously rendered frames, taking into account the position of pixels dynamically. Visually, the new anti-aliasing algorithm provides a sharper image and reduces “noise” on the edges of objects and blinking on shiny surfaces. Additionally, it not only successfully smooths edges and borders, but also adds details. It basically works by rendering the image at high resolution and then reducing it to the size of your screen.
Temporal anti-aliasing somewhat has an affect on frame rate, so we recommend you use the new anti-aliasing method on medium-high level graphic cards. By default, temporal anti-aliasing will be enabled for maximum graphics settings. For other graphics presets, the new anti-aliasing algorithm can be selected in the graphics settings in the form of two options: TAA and HQ TAA. These options differ in quality of dynamic objects.
The War Thunder Team
Comments (131)
PS4 users will also get TAA? BTW great work as always o7
Am i the only one seeing the textures shift a lot? On both left and right?
is this going to be an issue with linux?
How does it affect aircraft? As a Sim only player, turning AA on makes aircraft nearly impossible to see from certain angles, and you lose the visual on wings, etc.... so you have this beautiful game which most "dumb down" for playability sake.....at least on the Simulator AB side of things
Looks nice, Would Love to see more examples of this new engine in action:D
Awesome! Will this mitigate the jarring shadow and foliage detail "pop-in" that happens frequently? Especially in air battles where the draw distance is considerably larger?
My body is Ready!! but my PC wasn't... : (
one day I'll get a computer that can actually run all this stuff :'(
Fingers crossed!
I wanna know if this new engine can outperform the full hd map of wot
Nah, just give us a new rendering path - Vulkan will be great due to it's multiplatform support, thx in advance
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