- 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)
Will you add light reflection from optics?
Bruh it's not Battlefield...
Shepard_FR, It could useful, just not as prominent as battlefield, only where the optics and the sun align with your eyes..
Good thing I have a 1080ti to keep all that stuff above 144 FPS
I'm very excited about these graphical upgrades! Could you tell us a little bit more about the impact on performance for these enhancements? For example, I'm playing on 1440p with a Radeon R9 290x and I'm sometimes struggling to play the game on medium settings. It would be nice to know what kind of decrease in performance i can expect from this.
I'm playing at 4k in my 280X, i don't think u have problem in 1440p with 290x ( i'm on linux, i don't know you )
Will you fix the Clipping issues on Planes with Dragor 5.0? For example I have such issues since a pair years since the Engine was switched (http://steamcommunity.com/sharedfiles/filedetails/?id=1306962939) This happend only when Planes fly under, over or trough Clouds or close over Citys/Forests etc? :
you may need to make a bug report please
Id really like to see you guys throw in some South African tanks ;)
Ha ha ha ha (crying because my pc can't even render minimum properly ;-;)
In multiple images you show the shadows on buildings and geometry, being rendered at a further distance from the Camera. Is this just demonstrative or have you increased or now allowing us to increase the render distance of object shadows?
Is there anything, besides graphics, that the new engine allows you guys to do, in terms of game mechanics, or optimization?.
Cant log i, just get a black screen????
But where are better clouds?
Submit a complaint