- 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)
This is absolutely AWESOME ! But there was/is different ballistics with WT when I run @60FPS or @144FPS ? This puzzle me !
well idk between 60 and 144 , but i remember first time playing WT back when it only had planes, on high with 25 fps i struggled, but when i turned down my settings and got 60-80 fps i started raking up kills left and right
its a nice improvement to aircraft, can we now expect non-pixel-shells for tanks? (meaning a 3D-model of shells)
The ultimate client stability fix!!!
Awesome! This is a good sign and a step in the right direction. Appreciate it guys. Up Next: BR Decompression? Maybe? Hopefully? *crosses fingers*
BOI i like how you guys present the changes. Remeber how you banned people for saying there are cheaters in wt? Then you admitted it in a way like you are the ones who found it out. Now the sparks. People have been CRYING FOR YEARS about this problem, giving you all the evidence that its not a connection problems or whatever you guys told us. Now you are telling us that this finally wil be fixed. Im glad yet frustrated at the same time.
i wish that there are two configurations for the guns. As in you can converge your cannons to a certain range and your machine guns the same way. If you want an example of this go to aces high 3 and look there. i think that would do players so good
Best UPDATE 2017
Sorry realy, no improvement, it is getting worse !
Does't explain why Obj 120 Ammo rack didn't blow up when shot with APDS point blank.
No more miniaturized fireworks show when shooting at bigger planes, when tailgating them?
Submit a complaint