- 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
Today’s edition of our devblog will discuss how the updated Dagor Engine 5.0 render will add volume to the War Thunder world. It’s all about light and shade!
Global Illumination
Several lighting and shading algorithms are used when rendering each frame in War Thunder. In the updated Dagor Engine 5.0 render, we are improving the lighting model with Realtime Global Illumination. Global Illumination is the common term for lighting algorithms, this includes not only direct illumination, but also reflected and scattered light from surfaces and area lights (such as sky and clouds). Our game will have shadows that objects cast from ambient illumination and the sky making the visuals more volumetric and detailed in shadows. Global Illumination will also introduce light reflected from other objects and the environment. All of it will be implemented in real time for large scale locations (the average WT location is 32x32 km) for destructible and dynamic objects
Like other upgrades to the game’s visuals, Global Illumination will be available as an option in the graphic settings menu and will be enabled by default for high graphical settings.
Global Illumination - is a complex mix of algorithms, a very difficult and high-technology task. It’s enough to say that at the moment there is no game or game engine that has a fully fledged dynamic GI for large-scale locations. Algorithms where the objects are supposed to be static or require preliminary calculations won’t work in War Thunder: dozens of large-scale location will require excessive memory and hard drive space while destructible environment affects the whole geometry very significantly. That is why some of algorithms and improvements will, perhaps, become available after switching on some personal settings after update 1.77 is released. Meanwhile, a general list of changes is already available.
See the difference in shadow rendering and visual perception of the volume with the new Dagor Engine 5.0 shadowing algorithm.
Shadows on effects
Effects are often separate from the rest of the photorealistic rendering, as most effects are simplified versions of much more complex processes, like smoke and fire. That’s why the effects render is usually a separate process. In the Dagor Engine 5.0, we have calculated the shading of effects by environmental objects, such as exhaust fumes or clouds of smoke from a burning tank, making them look more three-dimensional and natural in the final image:
Contact shadows
In our new Dagor Engine 5.0 graphics engine, to be introduced in War Thunder 1.77, we’re presenting an algorithm for creating contact shadows, which make the image more realistic and give depth to maps. Technically, the algorithm for drawing contact shadows relies in fact, on rendering each frame, every pixel in the image undergoes ray tracing for a short distance toward the source of light. The tracing takes place through other objects already drawn on the screen. If an obstacle appears in the ray’s path, an additional shadow is created.
Changes in the grass will be particularly noticeable: grass in the game could previously take shading from other objects but couldn’t give off shadows itself. The technology of contact shadows not only allows grass to give off its own shadow on the ground, but also give shade to other grass. As a result, grassy meadows and fields will now look deeper and more realistic, both up close and at distance.
Apart from grass, the technology of contact shadows provides a means to create great depth in all objects far away from the player. For example, window frames, rivets on vehicles, and other objects receive visually more correct sub pixel shading, in contrast to classic shading methods in which shadows at great distances are drawn only on large objects.
Check our previous DevBlogs:
The War Thunder Team
Comments (159)
1.77 is gonna be a legendary update
Yeah this patch is going to "Epic" category
You can miss the addition of new vehicle, but you will not miss the graphic update, right? :)))
Lovely effects. Too bad most people will turn them off to help spotting enemies.
Too bad you judge other players by yourself. I am sure there is a huge part that plays with high settings, because they prefer nice graphic instead of only okeish one :P
Stona_WT, Will this work with old graphics card support? My computer can't run anything higher, but I really like this
More devblogs today??
I think that 3 great new features in one dev blog is enough :)
Stona_WT, No, most people are probably more interested in vehicle devblogs
In the eyes of Ultra Low Quality, none of this will matter. You'll still be shot through trees,bushes that aren't rendered for your enemies.
the ultra low quality is either for people with really bad pc or kids that think they are playing cod
that's why they should implement ways to bypass that and ensure fairness without compromising on graphics for good pc and performance on bad pc
Please just never introduce the Abrams just to troll everyone
That's a pretty good idea, i'll pass it to the development team. :)
the abrams is as protected as the chally 1 and came out a few years earlier.
Let's just take a moment and note that War Thunder has / is going to have extraordinary graphics for what is, at the end of the day, a free to play game.
you do realize that people who can afford good hardware can also and will more likely also be the group that buy software aka support the game
I really appreciate the shadows on effects. "Fixed" lighting on smoke was possibly one of the less pleasant sights when in full details. Good job! (Hope my GPU can afford all this)
i guess gtx 1070 will be ok :D 1000$ :D :D :D
gonnagetyou001, i definitely hope so... -_-
Will client stability be improved?
Sarcasm... i smell sarcasm
Of course!
what kind of fps degradation will we see?
It's too early to tell. It won't be free, but the development team is always looking at potential performance optimization :)
As Ouiche said there is for sure going to be some impact (more on the VRAM side imo) but on the other side WT is one of the best optimised games in the entire industry so i personaly am not to concerned about it . My 2cents .
Gaijin, please let us enjoy these beautiful new graphics with new game modes! https://forum.warthunder.com/index.php?/topic/399407-5-ideas-for-ground-forces-game-modes/
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