- 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
Hello everyone! We recently introduced an updated version of the War Thunder graphics engine Dagor Engine 6.0, which brought many improvements to the game’s appearance. We are continuing to work on visual effects in the next major game update.
New effects for gunshots
After the introduction of the re-worked shot effects for aviation, we have improved the muzzle flashes for all guns in the game, both ground and naval.
Now guns of all calibres, from machine guns and autocannons to tank and naval guns, will receive the new shot effects. Muzzle fire is now modeled with particles, it has reliable reflections on the surrounding surfaces and perspective correction. The size of the flash depends on the calibre of the gun. The flash from a shot has received the property of photometric brightness, making it look more realistic. Large-calibre shots are now followed by voluminous clouds of muzzle gases, smoke and dust. The dust cloud from a shot looks different depending on the different types of surfaces: soil, snow, water or sand.
Physically-accurate caterpillar tracks
In the upcoming War Thunder major update, we will introduce physically-accurate caterpillar tracks for several armored vehicles. Such tracks will be the first to appear on a few of the most popular ground vehicles from various ranks; in the future, we will rework all tracked ground vehicles.
New caterpillar treads in War Thunder armored vehicles consist of separate segments - treads, each of which has physically accurate properties. When driving, treads have their own mass and inertia. When passing over humps and potholes, the caterpillar bounces on the wheels. During acceleration and braking, it tightens or whips, and also sways for some time after the vehicle stops. If your vehicle bounces on obstacles, rolls on to its side from recoil or being rammed, the caterpillar will sag under the force of gravity. When a shell hits a track, the tread breaks exactly at the segment where the impact hit. If a tank drifts on stone or concrete, or turns sharply on asphalt, the all-metal track will give off a sheaf of metal sparks! Together with the reliable operation of the tank suspension, a realistic effect of the tank movement on different types of surfaces is created.
GPU objects
Game location with biome enabled.
In the last Dagor Engine update, we made the surfaces in locations of the game more detailed thanks to terrain displacement mapping. In Dagor Engine 6.0, we have implemented a generation of landscape-native objects using your computer's graphics card. We have divided all locations in the game into several biomes, each of which has its own set of objects - rocks, pebbles, debris, plants, moss, mushrooms, and so on. These small details are created and placed on the stage using only the GPU, so they don't take up much hard drive space and don't slow down the game.
The War Thunder Team
Comments (124)
Will the pop in range be increased of objects? Because that is WT worst graphical deficiency in my opinion. I can't even make cinematic videos because everything de renders after 400 meters or less.
Meanwhile... "ULQ (Ultra Low Quality) loosers" still getting their advantage because they use ULQ on the latest graphic cards. Remove that hack, please, or mark user using it as you did with console players.
Pirillo, Could also lock the setting to "if PC specs are better then toaster then ULQ is unavailable" Most games scan your PC and give you a recommended setting anyway. Why not just put this rule in so that it´s only for worse then toaster PC:s
Increase render distance plz
10,000 Times, render distance plz :D
Adapt73, 10,000 times the lag and ping.
Multicore support would be nice...
That would be neat ngl
It's only using one?! I got 12 hoping to run it better.
To all the people that put every effort in making the game look nicer with every update: thank you for your great work! But please consider our requests for bug fixxing and let aside, for the time being, any new vehicles or visual improvements. I can promise you that a couple of large scale, bug fixxing updates will be more welcome to most of the playerbase than any new vehicle or graphic improvement. I hope everyone finds some sense in my comment.
I agree with this comment, but I remember hearing somewhere that bug fixing and graphical improvements / vehicle modeling are different groups of peoples' jobs. Does more work on one mean less is being done on the other?
Graphics are not being done INSTEAD of bugfixes. That's not how it works. Reducing graphic work will do literally nothing for the bug fixing effort.
can you also make it so peoples hardware is being checked and force a minimum in order to reduce the ulq tards
They literally can't do that.
True_Reaper45, they probably can. It already looks at your system for cheating software. Why not deny ULQ to people whose specs are good enough for minimal settings, it is more balanced. An other idea that would be good is if ULQ forced you out of HD quality and into the 1024x768 so that instead of seeing through trees and other objects Your vision will be useless when firing. It would only hurt the people that abuse the settings.
These look fantastic! I'm so happy that the engine keeps getting graphical and sound improvements so frequently. Keep it up and good job to the teams responsible.
gaijin please add sabra mk.2
modern_primat, Pikitty is not Gaijin...
How about addressing the known exploit called ULQ by either removing it, forcing it to render the same objects others see, or forcing it to have a maximum hardware requirement to be enabled. "an exploit is the use of a bug or glitches, game system, rates, hit boxes, speed or level design etc. by a player to their advantage in a manner not intended by the game's designers."
Wheres the Type 10 Gaijin come on now.
2022 my G
TheKnightOfZero, No, 2020
Very nice
Great sucess
noice
<3
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