- 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
One of the features of the new version of the Dagor Engine 5.0 graphics engine is a new algorithm for the detalization of landscape, with so-called displacement mapping used with tessellation. This is an advanced method for adding geometric detalization (available on DirectX 10 and above), which changes the actual surface of the object, adding geometric details, in contrast to the visual illusion of volume created by the parallax mapping previously used by the Dagor Engine.
Since the geometry of terrain actually changes, this does not only add details to the surface, but also changes the silhouette - this also means that shadows can be cast by such details.
The new algorithm for relief texturing available with full transition to DirectX 11 noticeably improves and adds detail to the image. Check it!
Mud and puddles
There will be new effects for mud puddles in the game. Any puddles will appear depending on the terrain and weather type. Sometimes the water will also appear in the track ruts. Puddle water has its own reflections for the surrounding objects and also reacts to nearby shots and passing heavy vehicles.
The mud will also be different depending on the weather - from dry and dusty to slushy.
Check how much variety new mud and puddles bring to familiar scenes!
Check the previous Development Blog: Dagor Engine 5.0: Temporal Anti-Aliasing (Variance Clipping TAA)
The War Thunder Team
Comments (125)
This is dope
more cool stuff as in tracks and water bodies that stuff that project x automaton promise to get out
Like lyrillvempos alluded too, I want to have track physics like what WoT has but done better here.
first picture, french roads in a nutshell BTW dynamic weather maybe with this?
:)
Stona_WT, sound like a truckin yes!
omg, and i was kind of dissapointed because of the first devlog... THIS IS INSANE GUYS! LOVE IT! <3!
Agreed, this looks amazing!
Wonderfull! :D Let's get dirty!
So now we'll have mud everywhere?
You are fighting on battlefields, or in plastic battlezones?
Stona_WT, Fighting on battlefields are big words for interacting with pixels ;)
Pretty cool, wondered why there were never any puddles or mud earlier.
Hope to see displacement mapping for vehicles. As much as I like playing with normal mapping to create depths, it does have it's limits. This is definitely a step in the right direction for the game!
Looks fantastic! How will this affect lower end PCs though?
Yeah, I wonder. I'm forced to play on ULQ until I have a gaming pc :(
It wont affect lower end PCs because such machines need to play on low settings anyways where this and new AA will be disabled
So apparently now Poland have as much water as Venice?
I absolutely adore how smooth everything look with TAA, good job Gaijin! Keep up the great work!~
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