- 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
In the coming major War Thunder 1.77 update, we’re planning to introduce a whole host of tweaks and additions to sound in the game. Today we’re going to talk about part of the main changes.
We have completely overhauled how weapon firing sounds for all vehicles are formed – now each shot is made up of several “layers” of sound, which form peak (attack) and residual (reverberations) effects for each salvo. We have assembled brand-new firing sound effects for all weapons, ATGMs, automatic cannons, and machine guns on ground vehicles, including sounds that the player hears from the opponent’s weapons. Reverberatory “tails” have been added for all ground vehicle weapons (cannons, howitzers, anti-tank rockets, machine guns), so that the player can identify a weapon’s calibre by the sound it produces when fired. We have also added a global reverberation effect for interiors (tank turrets or armored vehicle cabins) and exterior sounds (fields, areas with few buildings). For ultra-low frequencies, we have added separate layers representing the rumble of large-calibre shots, the operation of a tank’s suspension or the crash of collapsing buildings.
Now the sounds of battle heard by players in a clash of ground vehicles will be significantly different depending on the chosen view. We have added details to the interior sounds - empty casings dropping, loading mechanisms, breech shutter. By controlling from the gunner or commander view you will be able to hear how these sounds are reflected from the walls and details of the habitable space of the tank turret, while the external sounds will be muffled and contrastingly, from 3rd person view the sounds of battle will be heard in all their glory. Depending on the player's view (driver, gunner or commander) the surrounding situation will be heard differently. For example: a “Marder” driver in the closed cabin will hear reduced sounds of battle and in less detail than a gunner or commander who is in the open area of the vehicle.
Also, sounds of machine guns and cannons of ground vehicles now depends on the density of the terrain. In open field the shot sounds dry, almost without the typical “tail” because the sound wave quickly dissipates without encountering obstacles. In cities or in ruins, debris and amongst rocks, the sound of the shot is saturated with low and ultra-low frequencies, and the reverb "tail" is long and heavy.
In combined battles, the audibility of aircraft has been changed – from the ground, aircraft sound loud and thunderous, and you will be able to make out an aircraft by the sound of its engine, such as a dive bomber making an attack. The sound of the engine reverberates off the surface of the ground and other objects on the battlefield, enhancing the battle’s realism. From the cockpit the sound of enemy aircraft engines and allied aircraft is now much quieter which correspond to the observations of pilots in real flight conditions.
Check our previous DevBlogs:
The War Thunder Team
Comments (204)
holy moley this sounds sexy
Mother Of God! :O
Will aircraft get updated weapon sounds as well? Don't get me wrong a lot of the weapons sound excellent especially the MG151's but weapons like the Mk108 and Browning .303's sound a little weak. The Japanese 7mm sound also doesn't match its fire rate. Also sorry to overload you with so many questions but is there any news on more Italian aircraft like the Reggianes? Thanks.
Love it
Nice, but engine and tracks sound will be changed too? Or will be still terrible as it´s for now ?
Are you planning the improve matchmaking and map balance?
Sounds awesome! If it is as good as i hope i might pause the Epic thunder sound mod and try this, although that sound mod still sounds super epic, and hundred times better than the current original sound.
The new .50 cals really don't sound that great. Maybe worse than the current ones. However the rest sound fantastic. Great job!
Pretty stoked about this one, has gun sound variety been improved as well? eg. FV4005's 183mm sounding the same as Conqueror's 120mm, Chieftain sounding the same as M103 and AMX-50, etc
When is the dev server starts?
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