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Planned Technical Works on 19.11.2024

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Hey everyone. On November 19th from 08:00 GMT, the War Thunder game servers may be unavailable due to the release of the Firebirds major update!

Be sure to catchup on what content is coming in this update by looking at our dev blogs while you wait for your game to download. The major update announcement and full major changelog will be published when the update is released and ready to play.

We apologize for any inconvenience experienced.

Screenshot Competition – Winter is Coming!



Welcome to the 146th War Thunder Steam Screenshot Competition!


Thanks for submitting your awesome screenshots this week! The heavy-hitting cannons can be a challenge to use against smaller targets or at longer ranges, but the reward for landing a knockout makes it worthwhile! The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 146th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen146. You have time until the 22nd 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 snow, or a winter camouflage.
    You must add the #WTscreen146 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 145th edition – High Caliber![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3363518748
https://steamcommunity.com/sharedfiles/filedetails/?id=3362988175
https://steamcommunity.com/sharedfiles/filedetails/?id=3362831220

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3363268519
https://steamcommunity.com/sharedfiles/filedetails/?id=3363893722
https://steamcommunity.com/sharedfiles/filedetails/?id=3363392785

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

Firebirds: Motion Blur in War Thunder

Today, we’re taking a look at motion blur in War Thunder — what it is, how it’s implemented in the game, and what challenges we were facing. War Thunder goes to the movies!

[h2]What Is Motion Blur?[/h2]
In a video game, images are created from scratch, each frame displays a single point in time.
Real cameras or even our eyes don’t work like this. Taking a picture takes time, and over this time the world doesn’t always stand still. If an object moves while we’re taking the picture, it will appear in all those places at the same time on the final image. This is what we call motion blur.

Actual screenshot from War Thunder (Seek & Destroy trailer)

[h2]Explanation Of The Basics[/h2]
To simulate the effect of motion blur, we need to know how every pixel has moved since the last frame. This requires all animations and moving effects to report their current and old positions. It can be one of the hardest parts of making this feature work. But thankfully we already had this working for anti-aliasing techniques. The few animations that didn’t support this became very easy to spot because motion blur turned them into a big blurry smudge. So we fixed them quickly!

For a starting point, we used a proven technique for implementing the effect, you can read more about that here. Basically we check where a pixel was in the last frame and where it is now, then we blur this pixel along the line in between.

Clean separation of foreground and background

To make calculations more efficient and smooth out some edges, the line is also blurred in the forward direction extending the line past the current pixel position. To speed things up further we make some decisions together for bigger blocks of pixels based on their general direction.

Each pixel’s distance from the camera also needs to be considered to let us blur the background and the foreground separately. The blurred line of a background pixel can sometimes pass behind a still standing, sharp object in the foreground. Other times we need to keep the background sharp while a foreground pixel is blurred on top. When two objects blur together in a single pixel, their individual speed is also important because sometimes neither must stay sharp.

[h2]Technical Challenges In War Thunder[/h2]
Of course we needed to make some tweaks to shape it to our needs. To decide how to blur a pixel we need to know its speed. But what if there’s no single answer because there is more than one thing visible in the same point? Without special care, transparency is invisible to the algorithm.

In War Thunder, we have glass cockpits and colored light bulbs attached to planes flying over trees while breaking the sound barrier. So we needed to treat glass surfaces somehow. Here, we have completely different speeds all on the same pixel. The glass is steady but the forest behind it is very fast.

We ended up using a similar trick as with the background-foreground separation. If we see something through glass, we treat that as one category, while directly visible objects are another. We don’t blur one category on top of another but we allow mixing within categories.

This way we achieve images where the background is blurred through the glass but the glass itself can maintain its sharp silhouette.

Note: at the time of writing this post, special treatment of transparency is only enabled if Motion Blur is maxed out.

Blurred background through sharp glass

Blurred background through sharp glass


[h2]Limitations[/h2]
Since we only have a single known speed for each pixel, fast moving transparent objects won’t be blurred, only the background objects you can see through them. This also means that reflections on such surfaces can only be blurred based on the background.

To create a perfect effect we would need perfect information. Even if we know a pixel’s screen position in both the past and the current frame, we don’t know what path it took between the two. We just blur it in a line, as if it was moving straight, which is almost always good enough. One important exception is the wheels of vehicles. Here, one point on the wheel can move to the opposite side in a single frame’s time. Assuming straight movement here is far from reality.

For the time being this issue is not solved, wheels will need a custom method for correct motion blur that works on different principles.

Foreground motion blur with overblurred wheels

[h2]Is It Realistic?[/h2]
Motion blur is visible not only for fast moving objects, but also if the camera itself moves. On film this is a very common effect, but in our natural vision the eye usually locks onto objects keeping the world more steady for us. Video game motion blur is cinematic — it looks like a real movie made with real cameras. But it’s not like seeing the world with your own eyes.

To better simulate human vision, we added an option to disable motion blur caused by the movement of the camera. This will still blur fast moving objects like planes flying by, or exploding debris, but will keep the image sharp when you’re just looking around.

Camera blur off, only the turret is moving

Turning the turret with full motion blur

[h2]Is Motion Blur Good For Our Games?[/h2]
We hear this question a lot and internally had conversations about this as well. Some say it gives the feeling of motion and makes the experience more immersive. While others say it makes it harder to aim for moving targets, it removes clarity that’s important for competitive play. Well, they are both right. It’s a matter of taste and what you want from the game. If you’re most interested in winning and climbing the ladder, it may not be for you — feel free to turn it off. We’re completely fine with that. But if you’ve already won and you’re making a highlight reel from your replays, or just want to feel the speed as you’re flying, you can max it out and use it for a movie quality effect.

Comparisons
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After


Before

After


Before

After

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Fair Play: November 2024



We’re constantly working to improve your experience in War Thunder, this time by removing griefers and exploiters. We rely on our team of Game Masters who look at statistics, as well as on reports from players that they carefully go through. You can use the replay service on our website as well as in-game reports to report players who have violated the Terms of Service and the License Agreement of the game to us.

[h2]Banned accounts[/h2]
Since October 22nd, we’ve issued punishments to 25,013 accounts that were found to have violated the rules. Specifically, 23,872 were banned for different time frames for breach of paragraph 2 of “Annex #1. Game Rules” in the Gaijin Terms of Service namely for teamkilling (including intentional ramming). 1,190 were banned due to breaching paragraphs 3.2.3 and 3.2.4 of the End User License Agreement (EULA) namely in exploiting game flaws and manipulating the game mechanics.

For transparency, we’re publishing the lists of 2,728 players who have been issued a ban of 1 week or longer (up to the permanent ban), the remaining 22,285 players have been suspended for a shorter amount of time as a warning of appropriate severity. These lists will be available for two weeks after the publication of this article.

List: https://wt.link/FairPlayNovember2024


[h2]Recommendations[/h2]
We’d like to remind you to abide to the rules to keep up the friendly and competitive atmosphere in the game.

As always, we also recommend that you set a strong password for your account and enable two-step authentication in your profile security settings. We have the following 2FA options available: email, SMS, TOTP (Gaijin Pass/Google Authenticator), and Telegram bot, which we suggest trying if SMS 2FA messages are not reaching you.

We’d also suggest that you turn on 2FA for the email that is linked to your account for additional security. This will protect your account from fraudsters. And remember, don’t break the rules and never share your account information with anyone!

The War Thunder Team

Firebirds: Improved Mud On Ground Vehicles & Naval Effect Improvements



Today we’ll take a look at some more improvements coming to the Firebirds major update: mud on ground vehicles and improved naval effects such as better fires.

[h2]Dirtier Ground Vehicles[/h2]
With the release of the Firebirds major update, you’ll notice an update to various effects related to mud, soil traces and the nature of your ground vehicles getting dirty. In particular, the effects of mud from under the wheels have been improved, with many bugs and inaccuracies fixed. The effect itself has become more saturated as well!



But that’s not all. Ground vehicles have always been able to get covered in mud, snow and sand, but we’ve now worked to make this mechanic more elaborate and realistic. Before the Firebirds major update, the surface of an entire map consisted of one material; either sand, dirt or snow. But now, the areas of the surface you drive on can have different materials, meaning ground vehicles can get covered with different types of mud at the same time. In addition to being able to clean off dirt in water as normal, you can now fire your main caliber gun and use the physics of that to “shake and blast” that dirt off. Pretty awesome!

[h2]Setting Up Radars Before Battle[/h2]
Previously before each flight, you had to manually set the required operating modes of aircraft radars which was inconvenient. In the Firebirds major update, you’ll have the opportunity to configure aircraft radars before the battle, and for each game mode, you can choose your own set of settings. Select a vehicle, be it an aircraft, helicopter, SPAA or naval vessel that is equipped with a radar with search mode and go to the test flight settings screen. From here, you can set the mode of the radar, radar search mode and radar scope scale. The same settings can be made at the beginning of the battle in the respawn screen and in the “Settings” menu. Radar settings are individual for each vehicle, and can be set for each vehicle that has a search radar.



[h2]Naval Fires Improvements[/h2]
Naval battles have also changed significantly. Surface vessel fires have been visually improved and divided into three categories: critical, which can cause imminent destruction, dangerous, which can cause little damage but can lead to serious consequences, and cosmetic, where the damage from fires is small, important compartments and modules are out of danger, and the battle can continue to be fought.