- 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)
It would be so awesome if you could implement the navigation lights and lights on the ground vehicles !
The new sounds are amazing, they sound very realistic. One thing that I would like to see implemented into the game, is when the control surfaces of an aircraft break (the internal wires) there could be some metal on metal sounds. When a planes internals are damaged you can hear it in the cockpit. Thank you for the new sounds, it really improves the game a whole lot more.
Amazing job! Keep up the good work.
wulden it be a better idear to fix all problem with the current air rb gamemode instead of "wasting" time on some sound 80% of the playerbase have turnd off anyway
All this afford by gaijin... and epic thunder sound mod still sounds better and more realistic (and it will be for planes) xD. All those planes and projectiles flybys sounds like devs never had plane over their heads. You can hear them when they've already passed you. This effect is correct, but for supersonic planes. Engines sounds amazing, but again only for controlled machine. Messange for devs. Go outside finaly and learn how acoustics works. Or play some flyby movies on youtube.
As if the engine sounds weren't loud enough :)
Hmm, sounds nice enough. The question here is - will other planes still be heard from an enclosed cockpit over your own engine sound ? Or the nonsense with hearing the bullet whistling by.....both are absolutely unrealistic.
Very happy about this, standing ovation to effort put in
I was in a Piper PA28 aircraft and engine noise was so loud we had to wear noise cancelling headphones, why is it still possible to hear enemies engines in simulator mode? Now you cannot sneak behind them because people set their engine volume next to nothing and enemy to maximum and can hear you coming from miles away. It should not be possible to hear anything from outside the plane...The Piper had an engine of approx. 250 BHP, how much noisier a WW2 fighter engine of >1000BHP would be?
Im calling it now E3 release during Microsoft press conference :)
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