Ray Tracing in War Thunder!
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, its 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.
This replaces texture based shadow mapping and instead traces rays from every point on the screen onto the surface of the sun. As its 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 objects 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.
Ambient occlusion is a technique used to simulate object features blocking the ambient lighting, like the sky itself a sort of ambient shadow. Thats why its 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 cant 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.
This is the most complex feature. RTSM and RTAO is really just about shadows, but with RTR, were visualizing BVH itself. In a mirror, you basically see what is in BVH and were 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, theres 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, its 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 cant 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 its 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 its not just distorting a 2D image, but actually use different reflections per pixel.
The difference is sometimes larger, sometimes smaller.
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 its 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, its 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 dont 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, theres nothing wrong in going for the performance preset if you want to enjoy the RT benefits. Were 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. Its 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.
[ 2024-11-08 17:02:57 CET ] [ Original post ]
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 todays blog, well be taking a closer look at the details!
How does this work?
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, its 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.
Ray Traced Shadow Map (RTSM)
This replaces texture based shadow mapping and instead traces rays from every point on the screen onto the surface of the sun. As its 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 objects 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.
Ray Traced Ambient Occlusion (RTAO)
Ambient occlusion is a technique used to simulate object features blocking the ambient lighting, like the sky itself a sort of ambient shadow. Thats why its 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 cant 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.
Ray Traced Reflection (RTR)
This is the most complex feature. RTSM and RTAO is really just about shadows, but with RTR, were visualizing BVH itself. In a mirror, you basically see what is in BVH and were 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, theres 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, its 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 cant 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 its 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 its not just distorting a 2D image, but actually use different reflections per pixel.
The difference is sometimes larger, sometimes smaller.
RT performance
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 its 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, its 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 dont 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, theres nothing wrong in going for the performance preset if you want to enjoy the RT benefits. Were 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. Its 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.
War Thunder
Gaijin Entertainment
Gaijin Entertainment
2013-08-15
Simulation MMO Singleplayer Coop
Game News Posts 2448
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(549231 reviews)
http://warthunder.com/
https://store.steampowered.com/app/236390 
The Game includes VR Support
Keyboard & mouse
 1 
Gamepad support
 1 
Seated
 1 
War Thunder Linux [48.49 M]War Thunder Content [32.31 G]War Thunder - Ground Forces High-res Texture Pack (1945840) Depot [29.53 G]War Thunder - Air Forces High-res Texture Pack (1945841) Depot [19.32 G]War Thunder - Environment High-res Texture Pack (1945930) Depot [5.42 G]
War Thunder - Plagis' Spitfire LF Mk. IX
War Thunder - T29 Pack
War Thunder - Guards T-34 Pack
War Thunder - Ray Wetmore`s P-51D-10 Pack
War Thunder - Black Prince Pack
War Thunder - T-34-85E, 1945 Pack
War Thunder - M18 Black Cat Pack
War Thunder - Sergei Dolgushin's La-7 Pack
War Thunder - US Starter Pack
War Thunder - USSR Beginner's Pack
War Thunder - German Beginner's Pack
War Thunder - Huey Hog Pack
War Thunder - Haida Pack
War Thunder - British Beginner's Pack
War Thunder - Japanese Beginner's Pack
War Thunder - XM-1 General Motors Pack
War Thunder - Apache Pack
War Thunder - Leopard Pack
War Thunder - T-55AM-1 Pack
War Thunder - USA Pacific Campaign
War Thunder - Japanese Pacific Campaign
War Thunder - Italian Starter Pack
War Thunder - Japanese Starter Pack
War Thunder - British Starter Pack
War Thunder - USA Pacific Campaign (YP-38)
War Thunder - French Starter Pack
War Thunder - Black Friday 2022 Pack
War Thunder - T-72AV (TURMS-T) Pack
War Thunder - Black Shark Pack
War Thunder - German Fiat G.91 R/4 Pack
War Thunder - Reaper Pack
War Thunder - Rooikat 105 pack
War Thunder - Swedish Starter Pack
War Thunder - F-5C Pack
War Thunder - Su-7BMK Pack
War Thunder - MiG-21 SPS-K Pack
War Thunder is a free-to-play, cross-platform MMO combat game for Windows, Linux, Mac and PlayStation®4 dedicated to military vehicles used in and around World War II and the Korean War. In War Thunder, you can take part in major battles on land, in the air, and at sea, fighting with real players from all over the world in a continuously developing environment.
War Thunder already offers a highly detailed experience in military aviation and ground forces combat, giving players access to a Guinness World Record breaking number of aircraft, as well as an abundance of tanks and other combat vehicles - and the number is constantly rising.
You can feel the unmatched intensity of aerial dogfights in a fighter, the decisive power of commanding a heavy strategic bomber or the heat of battle in a ground attacker, delivering precision strikes against your enemies. Alternatively, you can join the spearhead of armoured vehicles, fighting for dominance over the battlefield on the ground: Man a heavy tank with impressive armour and firepower, use the maneuverability of a medium or light tank to your advantage, or support your team by screening the skies with your anti aircraft vehicle - the choice is yours!
In the future, the game will also allow players to ‘set sail’ by commanding a variety of warships in the fight over the control of the world’s oceans, giving the game a truly epic scale.
Master your vehicles through both upgrades and personal experience in an environment that is constantly expanding and rewarding the personal skill of the player. Organise your efforts in one of the countless player squadrons and become an ace pilot or tanker - or both! Our thriving and welcoming community of millions of players is also actively participating in the game’s ongoing development, offering custom content through War Thunder Live, such as skins, missions and even vehicles.
War Thunder has something for everyone. Play cooperative games with your friends on Windows PC, Linux, Mac or PlayStation 4 against AI, or squad up for a PvP battle in a difficulty setting matching your play style, ranging from Arcade to Simulator using Mouse and Keyboard, Gamepad or Joystick.
War Thunder already offers a highly detailed experience in military aviation and ground forces combat, giving players access to a Guinness World Record breaking number of aircraft, as well as an abundance of tanks and other combat vehicles - and the number is constantly rising.
You can feel the unmatched intensity of aerial dogfights in a fighter, the decisive power of commanding a heavy strategic bomber or the heat of battle in a ground attacker, delivering precision strikes against your enemies. Alternatively, you can join the spearhead of armoured vehicles, fighting for dominance over the battlefield on the ground: Man a heavy tank with impressive armour and firepower, use the maneuverability of a medium or light tank to your advantage, or support your team by screening the skies with your anti aircraft vehicle - the choice is yours!
In the future, the game will also allow players to ‘set sail’ by commanding a variety of warships in the fight over the control of the world’s oceans, giving the game a truly epic scale.
Master your vehicles through both upgrades and personal experience in an environment that is constantly expanding and rewarding the personal skill of the player. Organise your efforts in one of the countless player squadrons and become an ace pilot or tanker - or both! Our thriving and welcoming community of millions of players is also actively participating in the game’s ongoing development, offering custom content through War Thunder Live, such as skins, missions and even vehicles.
War Thunder has something for everyone. Play cooperative games with your friends on Windows PC, Linux, Mac or PlayStation 4 against AI, or squad up for a PvP battle in a difficulty setting matching your play style, ranging from Arcade to Simulator using Mouse and Keyboard, Gamepad or Joystick.
Features include:
- An entire arsenal at your command - Over 500 highly detailed aircraft, tanks, and other combat vehicles crafted carefully from historical documents and surviving sources.
- Right into the heat of battle - Intense PvP experiences in full-scale combat missions on various difficulty settings for all play styles and degrees of experience.
- A single bullet can make a difference - A realistic damage system for aircraft and ground vehicles involving individual component durability instead of an overall health bar.
- The true free to play experience - Download and play the game for free as much and as long as you like it. Support the ongoing development entirely at your own leisure.
- Crossing the platform border - Seamless cross-platform gameplay between Windows PC, Linux, Mac and PlayStation®4 (more to come) with tens of thousands of players from all over the globe online at the same time.
- Play together with your friends - Rich PvE content including historical and dynamic campaigns, solo missions, a mission editor and much more for single-player and cooperative gameplay.
- Challenge the best of the best - Ever expanding tournament and clan battle systems, including ELO-based ranked matches as well as professionally organized events involving hundreds of players.
- Theatrical beauty - Astonishing graphics, authentic sound effects and beautiful music creating an atmosphere to fully immerse yourself in.
- Take matters in your own hands - Create custom content for War Thunder and share it on War Thunder Live, with the prospect of earning real money through the Revenue Share Partner System!
- But wait, there is more! - Ever expanding and evolving environment, offering new and exciting content and features with every regular major update.
MINIMAL SETUP
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 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
- Storage: 40 GB available space
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 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
- Storage: 95 GB available space
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