- 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
In the recent update we implemented changes that will significantly improve shell (bullet) synchronization between a client and the server.
War Thunder is an online game where players who fight in one battle may be situated thousands of kilometers from each other. But the game is designed in such a way that 99.9% of the time you will never notice this - interaction with your vehicle is as smooth as if you are playing a single-player game.
You can have a look at this article for more details about War Thunder net code. Today we want to tell you about specific improvements to this code that influence interactions with your opponents which primarily affect aircraft - both in air only and combined battles.
In the recent update we implemented changes that will significantly improve shell (bullet) synchronization between the client and the server - any direct interaction with your opponents.
Shell (bullet) trajectory calculation begins at the same time on both server and client and uses the same physical model. But from now on it will also be synchronized, using the same time sampling rate. This means that now shell (bullet) trajectory on the client will not only be virtually the same as that on the server but in 99% of cases, match it completely, moreover trajectory calculation on the client will no longer depend on your client’s FPS in our game.
As a result of these changes, situations where you see a registered hit in your client but it doesn’t appear to count on the server are reduced to the absolute minimum possible in our net sync model. However you should keep in mind that an unstable connection (unstable ping, packet loss) may still cause problems since the server needs to know whether a shot was fired and also, high ping affects the relevance of the image visible to a client to what is actually being represented on the server.
We would also like to point out that there still exists a myth that in a computer game it is impossible to synchronize and calculate all the ordnance that has been fired by a gun or cannon. This is incorrect - in all our war-related projects we have always calculated every single shell which does not depend on either fire rate or calibre (doesn't matter whether we are talking about a 7mm Machine Gun or a 30mm auto-cannon). Sometimes there may be many hundreds of thousands of bullets flying through the air simultaneously.
The War Thunder Team
Comments (158)
Wohooo too long enough (few years), let's see if it will work
RIP SparkThunder :)
Yes but hopefully, rest in PIECES
This is so amazing! Thank you Gaijin! <3
No more sparks? How about no more "magic"?
How about being less grumpy? https://www.youtube.com/watch?v=2nGKqH26xlg
Stona_WT, That isn't me in the video, some other streamers who play War Thunder; so the question remains when are you actually going to fix what's in game already? ))))
One stability a day keep the sparkle away.
Stona/Ouiche ... This is amazing, and confirmation again that Gaijin takes community issues really seriously, and great pride in their work. My only question is *when* this took effect ... in the last server update? I didn't see a new client patch today.
It's already live. And we are not the guys who prepared this. Hail to our great Devs :)
now if only I didn't get spawnsniped anymore..
Still, no idea sometimes, Hispano's still have the tendency to spark. And so does the Mk108, HEI-T and HEF-I rounds are still kinda iffy since the round has to or detonate on the plane and do 'nothing' or go trough and kill the plane in 1-3 shots... Still, I have seen mayor improvements over the years, so I am not complaining or anything, I am just saying that there is no 100% perfect world... and 99% is extremely difficult and NEARLY impossible to pull off :-)
You guys are awesome. If anyone else has tried implementing multiplayer in a game, you'll know how incredibly difficult it would be to make a system as good as War Thunder's!
This is awesome news!!
I agree Matilda!!! Gaijin continues to amaze!!
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