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A Decal and Discount on the J-7D for the 75th Anniversary of the PLA Air Force!



Today, the People’s Liberation Army Air Force of China celebrates its 75th anniversary, being founded on November 11th 1949. The modern PLA Air Force consists of five branches. In addition to aviation, it includes ground air defense forces, airborne troops, radars and other support units. The PLA Air Force has more than 3,500 aircraft and 400,000 people in service.

[h2]The J-7D is temporarily available at a 50% discount![/h2]
In honor of the PLA Air Force’s anniversary, the J-7D is temporarily available at a 50% discount

To get to the Gaijin Store through Steam, go to the in-game hangar > Shop > Online Store!

When: From today until November 18th (14:00 GMT).

[h2]J-7D Pack -50% [/h2]
Was: 69.99 Now: 35

  • J-7D (Rank 7, China)
  • Premium account for 20 days
  • 2500 Golden Eagles




About this aircraft
  • In air battles, the J-7D relies primarily on its impressive speed and rate of climb, where it can easily catch up with an enemy and disengage from combat. It’s armed with a powerful 23 mm cannon and can take a number of IR-guided missiles. It has flares for use against air-to-air missiles, and for hitting ground targets has rockets and small bombs.


[h2]Get the “PLAAF Flag” decal![/h2]
Available for this day!

“PLAAF Flag” decal

When: From today until November 14th (07:00 GMT).
Task: Play 3 battles using Chinese aircraft at rank III or above to receive the “PLAAF Flag” decal!

Additional details:
  • Your activity must not be below 70%.
  • You can complete the task in random battles, except for Enduring Confrontation missions, [Assault] mode and Helicopter PVE battles.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → PLA Air Force Day.
  • You can find the decal in the “China -> Aircraft” tab in the Customization menu.

A Decal, Helicopter Camouflage and Lanovski’s P-47 for Poland Independence Day!



On November 11th 1918, Germany signed the Armistice of Compiègne with Entente, ending World War I. It allowed Poland to declare its independence for the first time since the 18th century. In modern Poland, Independence Day is widely celebrated as the most important national holiday. It’s accompanied by a military parade in Warsaw, the laying of flowers at the Tomb of the Unknown Soldier, and the raising of flags throughout the country.

[h2]Lanovski’s P-47M-1-RE Thunderbolt is temporarily available for Golden Eagles![/h2]
Lanovski’s own plane is available for 6,090 Golden Eagles!

When: From today until November 14th (07:00 GMT).
Where: USA > Aviation > Premium Vehicles.



About this aircraft
  • The Lanovski’s P-47M-1-RE combines all the advantages of the famous Thunderbolt fighter, adding an even more powerful engine and improved maneuverability. Its armament consists of eight 12.7 mm Browning machine guns and up to two tons of bombs. This fighter was flown by Witold Lanovski, a Polish pilot who served as an instructor in the Royal Air Force during World War II, and then flew combat sorties in the last year of the war as part of the U.S. Army Air Force. He shot down at least six aircraft, including four when he served in the 56th Fighter Group, 61st Fighter Squadron.


[h2]Get the “Winged Hussars” camouflage for the Mi-24V! [/h2]
We’re once again returning the Winged Hussars camouflage temporarily for the Soviet Mi-24V!



When: From today until November 14th (07:00 GMT).
Task: Play 3 battles with an activity above 70% while flying the Soviet Mi-24V to receive the “Winged Hussars” camouflage for this helicopter! This camouflage can only be obtained in random battles against other players.


[h2]Get the “Kotwica” decal![/h2]
Available for this day!

“Kotwica” decal

When: From today until November 14th (07:00 GMT).
Task: Play 3 battles using British or US vehicles at rank III or above to receive the “Kotwica” decal!

Additional details:
  • Your activity must not be below 70%.
  • You can complete the task in random battles, except for Enduring Confrontation missions, [Assault] mode and Helicopter PVE battles.
  • Track your progress in the hangar by clicking Nickname → Achievements → Holidays → Poland Independence Day.
  • You can find the decal in the “Holidays” tab in the Customization menu.


Screenshot Competition – High Caliber!



Welcome to the 145th War Thunder Steam Screenshot Competition!


We loved seeing all of your screenshots last week, thank you! This week, large caliber submissions! There is much to pick from- planes like the Kingcobra, or all-time classics such as the KV-2. The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 145th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen145. You have time until the 15th of November to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.

[h3]Terms:[/h3]
    Your screenshot must feature a vehicle with a large caliber.
    Aircraft and Coastal Vessels: 35mm or greater, Tanks and Ships: 130mm or greater.
    You must add the #WTscreen145 tag (title cannot have any other text in it).
    Artists may only win by popular vote once per four screenshot competitions.
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.


[h2]And now, time for the winners of the competition’s 144th edition – Piston Powered![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3359442219
https://steamcommunity.com/sharedfiles/filedetails/?id=3359166849
https://steamcommunity.com/sharedfiles/filedetails/?id=3359124423

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3360769445
https://steamcommunity.com/sharedfiles/filedetails/?id=3359888738
https://steamcommunity.com/sharedfiles/filedetails/?id=3360035670

Each winner will get 300GE! Congratulations and see you next week!

Ray Tracing in War Thunder!

With the Firebirds update, War Thunder has support for Ray Tracing (RT) and is capable of doing several RT based visual effects, like shadows, ambient occlusion and reflections. In today’s blog, we’ll be taking a closer look at the details!

[h2]How does this work?[/h2]
For RT to be used, we need to build and maintain a so called “Bounding Volume Hierarchy” (BVH). BVH is a triangulated representation of the whole world where all RT effects can work on that. Many games cut corners on what to include in BVH and what fidelity. Like only using less detailed models, removing everything at a relatively close distance. But that has a price. With such approach, it’s impossible to get accurate shadows.

With War Thunder, we decided to go for the real deal, so we can employ a wider range of effects in the long run. In War Thunder, almost the whole battlefield is accessible for RT effects at the same fidelity that is rendered in the game, so all of those effects can be physically correct and accurate.



Doing this has a price as the BVH building process makes use of as many CPU threads as possible, so a modern CPU is recommended.

Now we have BVH ready, we can start tracing rays in it and get some effects out of it. We have three main effects available at launch.

[h2]Ray Traced Shadow Map (RTSM)[/h2]
This replaces texture based shadow mapping and instead traces rays from every point on the screen onto the surface of the sun. As it’s using the whole surface of the sun, and not just the center point of it, shadows get a physically correct penumbra, depending on the shadow caster object’s distance, as one would expect.



The result is physically correct and pixel perfect shadows from the sun.

On high end GPUs one can also try shadows from dynamic lights. It enables hard, pixel perfect shadows from all dynamic lights, like explosions, muzzle flashes and the like. This is a very demanding feature, and aimed for high-end GPUs.



[h2]Ray Traced Ambient Occlusion (RTAO)[/h2]
Ambient occlusion is a technique used to simulate object features blocking the ambient lighting, like the sky itself — a sort of ambient shadow. That’s why it’s darker under your bed.



Traditionally we do this with screen space techniques like SSAO or GTAO. RTAO is a ray traced version of these screen space techniques, and can correct errors, typical to screen space techniques, like when something casts ambient shadows outside of the screen. Screen space techniques can’t deal with that, but RTAO can. Similarly to when something casts ambient shadows, which is occluded by another object. Usually in these cases, you see shadows where it should not be, or vice versa. RTAO fixes all of these issues.

[h2]Ray Traced Reflection (RTR)[/h2]
This is the most complex feature. RTSM and RTAO is really just about shadows, but with RTR, we’re visualizing BVH itself. In a mirror, you basically see what is in BVH and we’re working hard to make it match the rendered image closely as possible.

Again, even before RTR, we had reflections. Probe based and screen space reflections were used, but just as with SSAO, they have their limitations. Actually very similar. Handling out of screen or occluded objects for screen space, and positioning issues with probes. RTR has the whole scene to trace, so naturally it can reflect objects from any location.

There is another complication for RTR, namely surface roughness. A rough surface like concrete has reflections which are very soft and blurry, while gloss surfaces like glass or flat water has mirror like sharp reflections. Additionally, there’s everything in between. Simulating this is actually one of the hottest topics in computer graphics.

Our approach is rendering noisy reflections based on roughness, and using a so called denoiser to get physically accurate reflections.

The effect is sometimes obvious, like in the case of mirror like reflections.



Other times, it’s less obvious but makes the rendered image just more correct, making it look natural. If you look at these shots, take a look at the vehicle and its surroundings. On the non RT one, it is basically glowing in the shadow, as the building which should block the sky from the reflection on it is not on screen, so screen space techniques can’t know the sky should be blocked. On the RT version, this blue tint is gone, as BVH has the building, regardless of it being on screen or not, and blocks the sky correctly.



Again RTR is fixing the issues traditional screen space and probe based reflections have.

A sub feature of RTR is reflections on translucent glass surfaces. In these glass surfaces, you can now see an accurate reflection of the world, instead of the probe we used before. The result is accurate reflections again.

And finally another sub feature is reflections on water.

Our water reflections are using planar reflections in the game, which is a very accurate way to have reflections, and then it’s distorted based on the waves. With RTR water, the reflection rays are shot out correctly, based on the wave normal vectors. The reflection itself is simply more correct, as it’s not just distorting a 2D image, but actually use different reflections per pixel.



The difference is sometimes larger, sometimes smaller.

[h2]RT performance[/h2]
Ray Tracing is heavy lifting, but there are many scalability options to make it more accessible.

First of all, all three options can be enabled/disabled independently, meaning you can use only the effect which you are care about the most if you have an older RT capable GPU.

Then there is the quality levels. In general, RTSM with dynamic lights is for the latest high end GPUs. Normally it’s not much more expensive than just sun shadows, but in the middle of the action with many fires and explosions, it can become very demanding.

For RTAO, low quality is using a lower internal resolution for the calculations. This is however the same resolution as with the screen space techniques, but without the screen space errors. Medium gives you higher resolution and high gives better de-noising. This is really only visible in certain circumstances, but we wanted to give you the control over it.

For RTR, low is a good tradeoff. It lacks RT shadows in reflections, improving speed considerably. Medium has RT shadows in reflections. Both low and medium is using a so called checkerboard rendering to double performance by tracing half the number of rays. High disables this checkerboard rendering, but the denoiser actually does a great job hiding the checkerboard pattern, so the difference is small. Again, it’s up to you to decide.

RTR also has a control to render at full or half resolution, both for water and normal surfaces. The difference is mainly visible in mirrors, and look good on half resolution even if you don’t have a beefier GPU.

Finally the RTR translucent glass reflections can also have RT reflections inside the reflections on high, or not on medium. This usually impacts performance slightly as these surfaces are not very common in the game.

For an optimized setting, where you get a good tradeoff on performance/image quality we recommend using the Medium RT preset. Pushing beyond further improves the quality of the effects but at greater price in performance. But if you have the latest top of the line GPU, go for it! :)

When using RT effects, we recommend using an upscaling anti aliasing method, with a preset that suits your graphics card. Like DLSS, FSR, XeSS or our TSR. With these upscalers you can achieve great performance and image quality. Balanced presets are usually a good middle ground for ray tracing, but on an older GPU, there’s nothing wrong in going for the performance preset if you want to enjoy the RT benefits.

We’re committed not just to add more RT features in the future, but also to improve the performance of existing ones, so stay tuned for future updates.

At launch, RT effects are supported on Nvidia graphics cards. Making it work on both AMD and Intel cards is a priority for us. It’s working with our internal builds, but not ready for release, we need to iron out some issues specific to these GPUs. It will be ready soon, along with the current generation consoles.

20 New Skins Now Available in the ‘Esport Trophy III’!

[previewyoutube][/previewyoutube]

The Esports III Trophy is now complete, with camouflages created by the authors on WT.Live! This new wave of additions includes 20 camouflages for different vehicles: 9 aircraft and 11 ground vehicles. We’re continuing to showcase mid-level vehicles with unique creations by our artists.













Aircraft

Ground Vehicles



  • Ta 152C-3 “The Sun”
  • Tempest II  “Northern Basilisk”
  • F8F1-B “Golden Jackal”
  • Me 262 A-1 U4 “V Blacklist”
  • Venom FB5 “Eldrich Master”
  • Do 335B-2 “Vampire”
  • G.91 R4 (GER) “Scorched Steel”
  • A2D “Orange Splinter”
  • N1K2-JA “Ryuutachi”

  • STB-2 “Empress of the Fallen”
  • OF-40 “Sunset”
  • AMX-30 “Gendarme”
  • M103 “Cosmo Black”
  • Raketen JPZ 2 “Jupiter”
  • BTR-80A “Acid Lander”
  • IS4-M “Glycon”
  • AMX-50 Surbaisse “Vouivre”
  • Leopard 1  “Electric Hazard”
  • Strv 103 “Honey Bear”
  • Type 87 RCV “Rebecca's Momento”



Like the previous Esports trophy, the new trophy can be obtained by simply playing regular War Thunder battles. In the future, it’ll also be possible to obtain by participating in Esports events in War Thunder tournaments with an increased chance! PlayStation and Xbox players can purchase the trophy in the Item Shop for Golden Eagles.

Read more on our Wiki.

To open it, you’ll need to purchase a key on the Market (income is shared with the authors of the camouflages). You can either activate the coupon on your account, or trade it on the Market to get Gaijin Coins (GJN). A trophy can be sold as well!

To unlock the trophy, you'll need an “Esport” key that can be purchased on the Market for GJN.







Read more about the Market and Gaijin Coins on our Wiki.











[h2]Air Superiority Anniversary, the Competitions Continue! [/h2]
Air Superiority tournament sponsored by Thrustmaster, this weekend, from 13:40 GMT, Twitch Drops will once again be accompanying the final stages of the last Major Esport event of the year! Here’s a sneak preview of the BO7 matches on Saturday 9th November.



Watch the tournament and get Twitch Drops also on the official English, German, French and Russian War Thunder Esport channels!





[h2]The “Air Superiority” pack, soon to be gone![/h2]

In this pack:
  • "Flanking Snail" decal
  • "Slick flanker" title
  • 300 Golden Eagles