- 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
We'll start with the quick version.
If you play on a less powerful computer or on a PS4, you may have noticed that you connect to battles only after they've already started. To optimize loading time texture streaming has been added to War Thunder. This provides the means to significantly reduce the time required to load into a battle, and allows you to join a battle at the same time as all other players.
Now, more detail about the feature.
“Texture Streaming” is the main technical addition to update 1.63 Desert Hunters.
The technology improves the game in five ways at the same time:
Speeding up loading on ALL platforms. While loading a battle, your processor, video card and hard disk work together to load all the required in-game textures into memory. Large textures require longer to load. But the time can be reduced if the game is allowed to load textures of reasonable quality, but of a smaller size. This allows the player to begin the game and play while the remaining textures are loading. This approach speeds up loading by up to 30%!
Improving replays and spectator mode. You probably haven't noticed this, but previously, high-quality textures only loaded for the player's model, while basic textures were used for everyone else. In replays and in spectator mode, you will have seen other players (allies or enemies) only in basic quality. Streaming allows the loading of high-quality textures in real time, both for the ally you're observing or in a replay, which increases quality on the whole in these modes. This improvement will initially work only for specific vehicle textures.
Speeding up top-spec computers. Streaming works on a set quota of video card memory. If the video card has a lot of memory (2GB or 4GB), streaming provides a means NOT to unload unused textures from memory until the stored textures exceed the quota.
This means that the amount of textures loaded can be radically reduced, along with the time required to load them. This is most clear in the hangar, for example – when a player switches between airplanes, they display significantly faster the second time, since part of their textures doesn't have to be loaded again.
Fewer bugs. Streaming also eliminates bugs related to insufficient video memory by reducing the quality of less important textures when the set quota is exceeded, thus freeing up memory for more important textures.
More free memory. There is an entire range of textures (primarily game effects) that are rarely used. In this case, streaming saves memory because these textures initially aren't loaded at all, but load only when they are first used. In the case of effect textures, the average memory saved amounts to hundreds of megabytes in textures. This also reduces the time required to load them by several seconds.
- Controlling texture quality allows streaming to save video memory when the player and their opponents use a single vehicle model.
- Previously in this case, high-quality textures loaded for the player while basic textures loaded for the opponents – now the opponents will have the same textures as the player. This not only saves memory, it also improves the FPS (frame rate) on your computer.
To support this technology, we've improved the compression algorithm for all textures, so in 1.63 our players will have to download them again. Use the preload function to download the update before its release! (link)
In addition, we've used new technology to reduce the size of future updates on the PS4.
Comments (102)
Awesome! :)
Is that feature also available for PS4 players ?
Do u even read bruh?
Why is there no new British tanks for the normal tech tree ?.You would think that this year being the 100th anniversary that Gajin would add new tanks to make up an entire range of tanks ( cruiser, infantry ,MTB s ,AAA etc. ) but all we get is one another bloody premium . Considering the vast amount of tanks in the entire British range there could be ,they are over shadowed by Germany ,Russia ,USA and yet Britain and France were the pioneers of the tank but still we are disregarded by Gajin .
Awesome! Now I can get in a game as quick as my friends...my laptop isn't the greatest for gaming, but War Thunder runs well on it (low settings, of course). A question: After you all do this next update and then the ships, what are the possibilities of there being French and Italian trees added in the future, along with Japanese tanks?
*Edit*- Ignore the question, a friend discussed it with me.
I have a couple of questions. 1. Could this possibly be expanded on in the future to help mitigate issues that arise from using Low Graphics settings in RB Ground Forces? 2. Could some issues arise with users how are in areas were internet connections are not as good and have a lower bandwidth limit?
Awesome addition. Great work, Gaijin! o7
fix the bug with pixelated clouds!!!
Will this fix the recurring issue of random objects being invisible until you're virtually on top of them on "Port Glitch"?
Interesting fix, i think? It seems as if this can be done, why can't we stream in the long range bushes/shrubbery to the low-end players so the game is an EQUAL playing field with the ULQ users firing through vegetation? What are the technical limitations preventing this if you have such a streaming system?
Also, will other bugs such as teleporting AI tanks in Air Battles right as you're about to shoot them ever get fixed? Or making MK103 HVAP actually oneshot them again and add some things to maps that it can't kill to stop Horton Spam? So Berlin for example would get 10 Medium Tanks, 5 Heavy Tanks, and 5 Pillboxes so Horton Spam can't finish the game so easy? Or at least buff MK103 HVAP so it oneshots tanks in Sim Air where its harder to get guns on target and survive.
Submit a complaint