- 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)
even in ULQ it will effect lol?
So, is my gtx 750 ti able to handle this :(
Does your GPU handle the game on max settings now?
My GTX 660 TI runs the game a maximum without problems, so i think you are in the safezone :D
much better!
I play in movie mode with everything maxed out. I'm just not seeing much difference in these screen shots. In fact, in the second shot the 1.75 images actually look better. The "new" images look washed out with no detail. The only real improvement I see in any of these shots is the grass. I'd be interested in knowing what setting these shots were made at. If it was only 'HIGH' settings, then maybe there's more of an improvement than these shots show. (At least, hopefully there is.)
Strange, but you will see huge difference when you will play :)
Nice try on burning my craptop GPU Gaijin. Jokes on you, i have disabled shadows.
WOT testet the same engine, you have to set some time to advertisement , wot trow lot of money out for, and live stil today all the bad oponion and resist. Its true that most the player going after 3-4 years gaming (something new to find) and the subject is bound in possibitys. You have make a great game, thanks for i hope you can hold it whiteout that neverexistent wechile dump!
They cannot test same engine, because DAGOR is OUR engine :)
Stona_WT, will there be a devblog today or do we have to wait until tomorrow?
It looks so poor... i dont like it... and for sure preformance will be worse then now...
I'd love to up my PC to at least Low Graphics to take advantage of this, but the unrealistic advantage that ULQ grants people just makes it often ridiculous. ULQ needs to render 2D sprites of stuff in the distance so things in the distance don't disappear and expose someone who's well hidden. You guys are awesome, I know that if you can make high quality graphics look this amazing you can fix the issues of ULQ without making tons of people unable to play it.
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