- 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
Like other client/server products, our game has a very complex and distributed infrastructure, consisting of a variety of different servers. These are authorization servers, servers to store user profiles, battle servers, a squad server and a voice communication server. All of these are not on a single device, but dozens! Plus, a matching server, consisting of many physical devices of entrance gateways, that are proxies to eliminate points of failure, and a server that actually creates battles from players in the queue.
Now, a little more detail on what happened this past weekend. One of the gateway services was operating for 375 days, and during a scheduled reboot, a misconfigured version was loaded that used only a single core (we discovered it only on Sunday) and incorrectly proxying IP-addresses. Initially, it seemed to us that the server was overloaded due to the newly introduced vehicles and a gaming nation, as well as with the attention of the community for the major update. We decided to increase capacity as soon as possible by moving to the most powerful and expensive devices in Amazon. However, this cannot be done instantly, and moving itself took time. But even when the move was completed, the issue with incorrect configuration and single-threading remained. The server understood that all the players entering via this service had the same IP, it could not find them quickly and began lagging. After approximately 9:00 PM GMT, the issue of incorrect proxying was localized and corrected soon afterwards and the battles began to match again. During the night, however, the number of users decreased, and even the fact that the proxies were working with a single core did not interfere with the operation.
On Sunday, with the growth of users and battles, the load increased again, and we finally located a second configuration error and during the afternoon we fixed the single-threaded proxying by smoothly removing the incorrectly configured machines and introducing the new ones so as to avoid service denial for users already playing. This process also took some time. It should be noted, there was plenty capacity power available, even before the introduction of the more powerful servers - the power of a single core wasn’t enough, but there were many of them After the upgrade we utilized only about 6% of the overall capacity (i.e. 20 times reserve in power from the peak).
Conclusions
Based on the results, we made conclusions and planned the improvements of both operation and matching code. First, we plan to check the fault tolerance of the service by restarting all servers with over lengthy uptime, using the experience of large streaming services, such as Netflix, that uses special bots that check the operating time
Also, we have already introduced improvements with the matching code, that will allow us to keep an acceptable level of game operation even under heavy loads - queueing may take longer, but the service won't stop responding to players - staying operational.
In addition, an increase in the number of gaming nations and possible game configurations in battles has reached large values and algorithmic optimizations are required. Discovering all the possible combinations of all players and all gaming nations is the quadratic complexity of the algorithm, so it is necessary to create optimizations to find out perhaps not an absolutely perfect possible match, but at least good enough.
More good news. Login to the game from November 4th (11:00 GMT) until November 8th (11:00 GMT) to receive a Premium booster, +30% RP for 5 battles!
Comments (96)
wow this game is slowly starting to head the right way? i cant believe but i love it please snail keep us informed
And it's still not fixed....
I'm guessing the server(s) in question are Windows then? 'cus there's pretty much no reason for restarting a Linux-based server unless you want to change the kernel. And even that you can do without restarting if you really want to. Happy to have an explanation either way; simple "fixed issue" news are so lame and can really mean anything.
It's not fixed yet. Are you going to fix it?
Thanks for the information, but still nothing about crediting players for lost time. Yes you credited for a day of premium, but what about battle pass? I lost 2 days of battle pass time and I don't have unlimited time to play to make up for these lost days. It will really upset me if I miss getting the main battle pass prices by the margin of a day or two. I paid for battle pass - it is not a freebie.
Oh and you credited for one day premium but I lost 2 days of premium time... my time to play for sunday was at the time the system went down again... so I missed out on my chance to play for that day. You should be mindful that not everybody has all day to sit around and wait for the server issues to be fixed -- it was down during my time so I lost it. We should be credited for 2 days of premium and battle pass time.
Very grateful for the explanation...very appreciative of this game. The game has improved greatly since I have been playing. I almost quit War Thunder at one time...but have since been enjoying what you all do. Thank you for this game and this service you provide.
Thank you for the update regarding the recent game issues but despite that, before implementing new content, no matter it's volume, that content should have been thoroughly tested. Disconnections and crew lock have been here for far too long and haven't been fixed. Blaming the player/s isp don't cut it as many times [when was possible to rejoin that game] more than 60% of both teams is absent.
Server upgrade when?
It's still broken so the explanation doesn't wash.
Submit a complaint