- For PC
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- 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
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- 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)
When did this started?
Just in planes? Or Gaijin planed change DMG in tanks? I really hope that it will be. When I shot with Chieftain to Leopard mantle a game-registered "hit" is ridiculous say shot from 120mm L11 "hit". Thanks for the answer.
it's not a DM change - it's net code optimization. It applies to all game ofc, but you will hardly notice anythink in tank vs tank battle since tanks are just too slow
It's just that solid sh*ts are just useless because shells with he filler are dominant/OP and solid ones are UP.
Thank you Gaijin, NO MORE SPARKS, YEES, Great progress guys, I hope you keep good work with the game!
YES I LOVE U STONA AND QUICHE AND DEVS LUV U ALL NO MORE SPARKS!!AND MISSES!
Sorry, are u playing the same game ? I have way MORE Sparks, and reported this direct after 1.71 appeared
Shootandmiss, Check your connection. If you got your "sparks" in jet battles and your connection is fine, then they're not really sparks. They're just bullets that did damage without killing, jet damage models are currently very tough to be realistic and some guns are underperforming.
2 tanks, custom game, one aced one not, shells fired at the same time from fv4202 with pressed and holded left mouse key, one time expert tank fire faster - one time aced fire faster....something is wrong...aced tank should always fire earlier
crew level on both 150
So does this mean that those times where you see an enemy shell flying a meter over your tank then 1-2sec later explode from it should be much rare now?
This is already implemented right?
Yes
finally, whenever i would fire the guns wit tracer rounds on my Hurricane MkII (with the 12 7.92mm guns) it would make my FPS go really high up
Fore one more time, please... when was this change implemented? If it was implemented when 1.71 came out then sparking guns were not fixed :(
It was implemented very recently.
Ouiche, Thanks a lot :)
sooo when will that happen?
It's already there!
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