- 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
- 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)
SO THIS MUST BE THE REASON 30MM SHELLS ARE BURSTING TANKS INTO FLAMES FROM ALL ANGLES IN TANK RB
Will this affect the kill cam replay accuracy for ground forces? Sometimes I just blow up to nothing at all - in the replay the shell trajectory is much different than what is shown in kill cam / game
I thought PL was ping level... but really these are the small details that make the game work. Thanks devs!
Oh this explains the recent improvement and lack of need to manually do extra leading (before I had to do an extra "ghost lead" further than the tracers should land to land credited hits)
Better be right. At least 90% of 37mm produce nice sparks so far.
Nooo!! now my poor japanese planes are flammable again! SOS send help
But when i think about it...no more sparks means less chance to catch fire right ? :P
YES! this was getting to be a real problem, especially on my Soviet P-40, and to a lesser extent on my Yak-3p. seems that lend lease .50 cals sparkle like you wouldn't believe. thank you very much. your best idea since exhaust flames
In ground forces there is a LOT of solid cover you can shoot through now. Rocks, hills, indestructible buildings, rubble piles. At least half a dozen times today i was killed through cover that was solid and safe yesterday. Even the replays show the shells passing through several feet of solid object to kill a tank.
Well comrads japan still sparks, 30mm SPARKS a lot, so my initiative to rename Ki-200 to "THE SPARK MASTER" is still activ. And yes my internet conection is good no hight ping or packet lose, and i cant belive all those people that spark for me can have that bead internet conection. Then i vent to USA in funky PBJ dem do those Japs burn (aka no sparks) Went to brits, deng those hispanos kick some assssssssss ;) Went back to Japan, deng do those 30mm SPARKS especialy in jet games. Love you all :)
i find it worse as well. When playing on foreign servers especially where my average ping is 120-150 ms, hit registry is even less reliable then before now.
Finally,No more sparks(now I can finally set planes on fire more often :D )
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