- 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)
wow, this looks amazing.cant wait.
This is going to bring a ton of cool touches. Gib rain storms to go with puddles for my M22 to play in!
More rainy games confirmed? It would be a shame to waste all these fancy new mud and puddle graphics!
Awesome. I was really missing the displacement mapping. The puddles are the icing on the cake.
What will be recommended GPU after the implementation of this engine? (Not talking about ULQ settings) Some real estimate would be nice, unlike "midend" card, because it can vary. For example GTX1050 and GTX1060 are mid end cards, but they are a whole lotta different in processing power...
I like this! i has been waiting for tessellation use in Warthunder for ages :D so when it will be used for props [buildings, trees ect] and vehicles too? :D
We already have tesselation in War Thunder for a while! This is a new step, displacement mapping (in very short, instead of using visual trick to make a flat surface appear in relief, the surface gain true relief.)
Ouiche, yeah that parallax [offset or steep] / relief mapping are old these days, i remember Toyshop tech demo and Half-Lile 2 realtime implementation almost 12 years ago, its surprising that more developers didnt jumped on DX11 stage tessellation technique with displacement texture sooner, its faster and looking better than some more advance parallax techniques
My God Gajijn its looking... so ..... BEAUTIFUUUUUUL "Cry from being happy"
Asphalt looks way too puffy and way too bad quality almost like its made of sand. I really doubt Europe had Russian roads
Love these. Unfortunately my Communist 40 year old waffle maker can't run these.
will water refraction effects be improved??
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