- 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 recent large updates, we have been improving our game’s audio according to plan, not only by reworking engine and firing sounds, but also their interaction with the environment and even the direction of your view, this allows us to achieve an incredible level of integration between the sounds and the aspect of the entire battle. Update 1.79 “Project X” also brings you new audio, especially if you’re a pilot.
Even if we hadn’t implemented such a complex interaction of sounds with the environment in our game, we’d still be able to pleasantly surprise you with a full rework of aircraft weaponry sounds in the upcoming update – every cannon and machine gun will now sound more realistic! Additionally, the new sounds of the mechanical aspects, such as the operation of the guns, vibrations and even turret rotation, will confirm the impressive amount of work done. We’ve also implemented the mechanics for environmental interaction.
Interaction with the viewer
You are the centre of any battle in the game, not the capture point or the airfield. The audio environment is built around you, and we’ve paid special attention to these mechanics. Now, depending on your angle of view, you won’t just hear engine sound, but also shots from cannons and machine guns, both on aircraft and on the ground. Look at a vehicle from the rear to hear its muffled exhaust, look down from above and you can hear its flaps operating, look into the barrel of a firing gun and you’ll hear the shells whizzing past!
Interaction with the environment
There aren’t so many objects in the sky where sound can bounce off things and come back to you, so what kind of interaction could we be talking about? Let us explain.
Did you know that you aren’t just a participant in the conflict, you’re an observer as well? The mechanics of distributing sound will work both for allies and enemies, and you’ll hear people firing behind you and in front of you, up close or at long range, in a completely different way. If you prefer Simulator Battles, you’ll definitely notice the difference between a closed canopy and an open one. Even the vibration from firing can be felt through your vehicle’s frame. We’ve separately worked on the fluidity of shifts between the sounds when the cabin’s canopy is opened or closed. A whole range of factors is taken into account! The only thing missing for perfect realism is an airfield janitor who hears the shell casings as they fall onto the ground after you fire. And although we don’t have that guy, you still can hear the shell casings.
Turrets are a separate chapter in our work with audio. The game has open and enclosed turrets, single turrets, twin turrets, quadruple machine gun mounts, and cannons of various calibres. We’ve tried to make the audio for these turrets as realistic and distinctive as possible. The clank of the bolt, the creak as the turret turns, the thunder of the breech as it releases casings – these details create an atmosphere of battle from the gunner’s view.
Attention to detail
We wouldn’t be the first to say that attention to detail is appreciated by gamers, but we can confidently claim that you’re going to love these details, and the examples described above are far from exhaustive! Everything is far more impressive, and now you have a chance to experience it for yourself.
We’re giving you a tool to create an atmosphere of a true battle – take advantage of it!
Do you have any ideas for how to make War Thunder’s soundscape even more impressive? Tell us right here!
The War Thunder Team
Comments (200)
Assive thanks to the devs on this one! Trying to make this game more realistic is one of the things I like about war thunder. I do however have question, wil there be another way to obtain the triple arobatic smoke? I have been waiting for this one for a long time!
it be nice if the pilots of the aircraft spoke in the language from the nation you are playing as in a air RB match for example
or if you could get more views for aircraft with more then one defensive gunner
Look on the "DIRTY SECRETS of WW2: The Aces of Squadron 21" video on youtube. You will see the real sounds of the P-47 and their machine guns. Another striking difference is the way the sound of the engine reflects from the ground/sea, creating an reverb + delay witch overlaps with all the squadron engines. The overal sound is very powerful and it has a lot of low ends. Also the engine sound is composed by many sounds created by the different parts of the engine.
Also watch "Original Fw-190A-5 - BMW-801 - Only Flying Original in the world" on youtube. The quality of the vide is very good and you can see how the echo created by the environment sounds. The engine sound is also very complex.
I know this concerns a low portion of players, but for one sided deaf people like me (or people totally deaf), it would be nice to have view marker to indicate if the sound of an plane comes from the right, left, in front or in the rear. In combined battle in ground force, i have to do circles to try to determine where sound comes from. Thanks for thinking about disabled players. :)
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