War Thunder - TheShaolinMonk


The AMX-30B2 Brenus is a late modification of the famous French second generation main battle tank, which most notably received ERA armor to increase protection against modern ammunition types. Players can expect the AMX-30B2 Brenus to make its appearance in the game as part of the update 1.77 “Advancing Storm”!

During the mid to late 1990s, AMX-30B2 tanks of the 1er/ 2e Chasseurs tank regiments, which formed France’s rapid reaction force in peacetime, underwent upgrading under the Brenus modernization program, whilst two further regiments received modifications to quickly upgrade their AMX-30s with the Brenus package if needed (2e/5e Dragons). The Brenus upgrade package (acronym for briques réactives de surblindage) most notably allowed for the installation of 112 ERA blocks developed by the GIAT company across the front portion of the hull and turret. To compensate for the additional weight of the ERA packages, an improved 8-cylinder 750 horsepower MACK E9 diesel engine was fitted. The Brenus modernization upgrade was among the last to be fitted to the original AMX-30 tank.



The AMX-30B2 Brenus will become available to all players of War Thunder at the top rank of the French ground forces tree with the upcoming update 1.77 “Advancing Storm”. Stay tuned to the news for more information on update 1.77. Until then!

Check out the Dev Blog article on the Official War Thunder Forums!
War Thunder - TheShaolinMonk


The AMX-30B2 Brenus is a late modification of the famous French second generation main battle tank, which most notably received ERA armor to increase protection against modern ammunition types. Players can expect the AMX-30B2 Brenus to make its appearance in the game as part of the update 1.77 “Advancing Storm”!

During the mid to late 1990s, AMX-30B2 tanks of the 1er/ 2e Chasseurs tank regiments, which formed France’s rapid reaction force in peacetime, underwent upgrading under the Brenus modernization program, whilst two further regiments received modifications to quickly upgrade their AMX-30s with the Brenus package if needed (2e/5e Dragons). The Brenus upgrade package (acronym for briques réactives de surblindage) most notably allowed for the installation of 112 ERA blocks developed by the GIAT company across the front portion of the hull and turret. To compensate for the additional weight of the ERA packages, an improved 8-cylinder 750 horsepower MACK E9 diesel engine was fitted. The Brenus modernization upgrade was among the last to be fitted to the original AMX-30 tank.



The AMX-30B2 Brenus will become available to all players of War Thunder at the top rank of the French ground forces tree with the upcoming update 1.77 “Advancing Storm”. Stay tuned to the news for more information on update 1.77. Until then!

Check out the Dev Blog article on the Official War Thunder Forums!
War Thunder - TheShaolinMonk
https://youtu.be/42D5DUR7F00
In the coming major War Thunder 1.77 update, we’re planning to introduce a whole host of tweaks and additions to sound in the game. Today we’re going to talk about part of the main changes.

We have completely overhauled how weapon firing sounds for all vehicles are formed – now each shot is made up of several “layers” of sound, which form peak (attack) and residual (reverberations) effects for each salvo. We have assembled brand-new firing sound effects for all weapons, ATGMs, automatic cannons, and machine guns on ground vehicles, including sounds that the player hears from the opponent’s weapons. Reverberatory “tails” have been added for all ground vehicle weapons (cannons, howitzers, anti-tank rockets, machine guns), so that the player can identify a weapon’s calibre by the sound it produces when fired. We have also added a global reverberation effect for interiors (tank turrets or armored vehicle cabins) and exterior sounds (fields, areas with few buildings). For ultra-low frequencies, we have added separate layers representing the rumble of large-calibre shots, the operation of a tank’s suspension or the crash of collapsing buildings.

In ground vehicle battles, there will now be a clear distinction between battle sounds depending on the player’s perspective – when controlling either the gunner or a commander, the player will be able to hear sounds reverberate off the interior walls and components of the habitable space in the tank turret, whilst external sounds will be muted. Likewise, from third-person view, battle sounds are amplified. The player will hear sounds differently depending on the position of the driver, gunner, or commander in the tank. For example, for the driver in the Marder’s closed cabin, the sounds of battle will be quieter and less detailed than for the gunner or the commander, who are positioned on the open-topped platform.

Now the sounds of battle heard by players in a clash of ground vehicles will be significantly different depending on the chosen view. We have added details to the interior sounds - empty casings dropping, loading mechanisms, breech shutter. By controlling from the gunner or commander view you will be able to hear how these sounds are reflected from the walls and details of the habitable space of the tank turret, while the external sounds will be muffled and contrastingly, from 3rd person view the sounds of battle will be heard in all their glory. Depending on the player's view (driver, gunner or commander) the surrounding situation will be heard differently. For example: a “Marder” driver in the closed cabin will hear reduced sounds of battle and in less detail than a gunner or commander who is in the open area of the vehicle.

Also, sounds of machine guns and cannons of ground vehicles now depends on the density of the terrain. In open field the shot sounds dry, almost without the typical “tail” because the sound wave quickly dissipates without encountering obstacles. In cities or in ruins, debris and amongst rocks, the sound of the shot is saturated with low and ultra-low frequencies, and the reverb "tail" is long and heavy.

In combined battles, the audibility of aircraft has been changed – from the ground, aircraft sound loud and thunderous, and you will be able to make out an aircraft by the sound of its engine, such as a dive bomber making an attack. The sound of the engine reverberates off the surface of the ground and other objects on the battlefield, enhancing the battle’s realism. From the cockpit the sound of enemy aircraft engines and allied aircraft is now much quieter which correspond to the observations of pilots in real flight conditions.

The War Thunder Team
War Thunder - TheShaolinMonk
https://youtu.be/42D5DUR7F00
In the coming major War Thunder 1.77 update, we’re planning to introduce a whole host of tweaks and additions to sound in the game. Today we’re going to talk about part of the main changes.

We have completely overhauled how weapon firing sounds for all vehicles are formed – now each shot is made up of several “layers” of sound, which form peak (attack) and residual (reverberations) effects for each salvo. We have assembled brand-new firing sound effects for all weapons, ATGMs, automatic cannons, and machine guns on ground vehicles, including sounds that the player hears from the opponent’s weapons. Reverberatory “tails” have been added for all ground vehicle weapons (cannons, howitzers, anti-tank rockets, machine guns), so that the player can identify a weapon’s calibre by the sound it produces when fired. We have also added a global reverberation effect for interiors (tank turrets or armored vehicle cabins) and exterior sounds (fields, areas with few buildings). For ultra-low frequencies, we have added separate layers representing the rumble of large-calibre shots, the operation of a tank’s suspension or the crash of collapsing buildings.

In ground vehicle battles, there will now be a clear distinction between battle sounds depending on the player’s perspective – when controlling either the gunner or a commander, the player will be able to hear sounds reverberate off the interior walls and components of the habitable space in the tank turret, whilst external sounds will be muted. Likewise, from third-person view, battle sounds are amplified. The player will hear sounds differently depending on the position of the driver, gunner, or commander in the tank. For example, for the driver in the Marder’s closed cabin, the sounds of battle will be quieter and less detailed than for the gunner or the commander, who are positioned on the open-topped platform.

Now the sounds of battle heard by players in a clash of ground vehicles will be significantly different depending on the chosen view. We have added details to the interior sounds - empty casings dropping, loading mechanisms, breech shutter. By controlling from the gunner or commander view you will be able to hear how these sounds are reflected from the walls and details of the habitable space of the tank turret, while the external sounds will be muffled and contrastingly, from 3rd person view the sounds of battle will be heard in all their glory. Depending on the player's view (driver, gunner or commander) the surrounding situation will be heard differently. For example: a “Marder” driver in the closed cabin will hear reduced sounds of battle and in less detail than a gunner or commander who is in the open area of the vehicle.

Also, sounds of machine guns and cannons of ground vehicles now depends on the density of the terrain. In open field the shot sounds dry, almost without the typical “tail” because the sound wave quickly dissipates without encountering obstacles. In cities or in ruins, debris and amongst rocks, the sound of the shot is saturated with low and ultra-low frequencies, and the reverb "tail" is long and heavy.

In combined battles, the audibility of aircraft has been changed – from the ground, aircraft sound loud and thunderous, and you will be able to make out an aircraft by the sound of its engine, such as a dive bomber making an attack. The sound of the engine reverberates off the surface of the ground and other objects on the battlefield, enhancing the battle’s realism. From the cockpit the sound of enemy aircraft engines and allied aircraft is now much quieter which correspond to the observations of pilots in real flight conditions.

The War Thunder Team
War Thunder - TheShaolinMonk
Today we’re going to talk about global changes to the creation of landscape surfaces, and we’ll demonstrate the improvements that players will be able to see in all the familiar ground locations.

We recently discussed our new algorithm for landscape relief detail (displacement mapping), that we’re planning to introduce to the game after the release of War Thunder update 1.77. However, the biggest change that Dagor Engine 5.0 will bring to the game is a new technology for creating surfaces in locations for ground battles. We have reworked the technology for creating landscapes in War Thunder in order to enhance the level of detail and realism in their component materials. So, in addition to the previously existing normal textures, translucency and albedo coloured textures, we are introducing a detailed roughness map, ambient occlusion maps and a ground type map (such as grass, sand, dirt, etc) allowing us to enhance the shading quality while adding a whole new level of ground detalization.

This required us to improve the landscape of all the game’s current locations in the current update. It’s a tremendous amount of work and we believe that it was worth the effort: familiar landscapes now look completely different thanks to the new realistic land and ground. Take a look at the level of landscape detail we have managed to achieve:







And for the any new locations, changes in technology will allow us to achieve even more detailed and diverse surfaces.

We should also point out that the new technology for creating landscape surfaces, together with displacement mapping, display the operation of tank suspension with a new level of detail. Before, the suspension worked only for fairly large objects: boulders, borders, and bumps. After the release of War Thunder 1.77, we will be able to see the suspension working on less uneven ground like ruts, features on dirt roads, and broken ground. It will look like this:
https://youtu.be/eKoF_MFF_Jw
The changes to the technology for creating landscapes are global in nature, and they will function on all graphic settings in the game. Now even people playing on slower PCs with ultra-low graphics settings will notice a big difference in the landscape detail:





Check out the original Dev Blog on the Official War Thunder Forums!
War Thunder - TheShaolinMonk
Today we’re going to talk about global changes to the creation of landscape surfaces, and we’ll demonstrate the improvements that players will be able to see in all the familiar ground locations.

We recently discussed our new algorithm for landscape relief detail (displacement mapping), that we’re planning to introduce to the game after the release of War Thunder update 1.77. However, the biggest change that Dagor Engine 5.0 will bring to the game is a new technology for creating surfaces in locations for ground battles. We have reworked the technology for creating landscapes in War Thunder in order to enhance the level of detail and realism in their component materials. So, in addition to the previously existing normal textures, translucency and albedo coloured textures, we are introducing a detailed roughness map, ambient occlusion maps and a ground type map (such as grass, sand, dirt, etc) allowing us to enhance the shading quality while adding a whole new level of ground detalization.

This required us to improve the landscape of all the game’s current locations in the current update. It’s a tremendous amount of work and we believe that it was worth the effort: familiar landscapes now look completely different thanks to the new realistic land and ground. Take a look at the level of landscape detail we have managed to achieve:







And for the any new locations, changes in technology will allow us to achieve even more detailed and diverse surfaces.

We should also point out that the new technology for creating landscape surfaces, together with displacement mapping, display the operation of tank suspension with a new level of detail. Before, the suspension worked only for fairly large objects: boulders, borders, and bumps. After the release of War Thunder 1.77, we will be able to see the suspension working on less uneven ground like ruts, features on dirt roads, and broken ground. It will look like this:
https://youtu.be/eKoF_MFF_Jw
The changes to the technology for creating landscapes are global in nature, and they will function on all graphic settings in the game. Now even people playing on slower PCs with ultra-low graphics settings will notice a big difference in the landscape detail:





Check out the original Dev Blog on the Official War Thunder Forums!
War Thunder - TheShaolinMonk
Today’s edition of our devblog will discuss how the updated Dagor Engine 5.0 render will add volume to the War Thunder world. It’s all about light and shade!

Global Illumination

Several lighting and shading algorithms are used when rendering each frame in War Thunder. In the updated Dagor Engine 5.0 render, we are improving the lighting model with Realtime Global Illumination. Global Illumination is the common term for lighting algorithms, this includes not only direct illumination, but also reflected and scattered light from surfaces and area lights (such as sky and clouds). Our game will have shadows that objects cast from ambient illumination and the sky making the visuals more volumetric and detailed in shadows. Global Illumination will also introduce light reflected from other objects and the environment. All of it will be implemented in real time for large scale locations (the average WT location is 32x32 km) for destructible and dynamic objects

Like other upgrades to the game’s visuals, Global Illumination will be available as an option in the graphic settings menu and will be enabled by default for high graphical settings.

Global Illumination - is a complex mix of algorithms, a very difficult and high-technology task. It’s enough to say that at the moment there is no game or game engine that has a fully fledged dynamic GI for large-scale locations. Algorithms where the objects are supposed to be static or require preliminary calculations won’t work in War Thunder: dozens of large-scale location will require excessive memory and hard drive space while destructible environment affects the whole geometry very significantly. That is why some of algorithms and improvements will, perhaps, become available after switching on some personal settings after update 1.77 is released. Meanwhile, a general list of changes is already available.



See the difference in shadow rendering and visual perception of the volume with the new Dagor Engine 5.0 shadowing algorithm.

Shadows on effects

Effects are often separate from the rest of the photorealistic rendering, as most effects are simplified versions of much more complex processes, like smoke and fire. That’s why the effects render is usually a separate process. In the Dagor Engine 5.0, we have calculated the shading of effects by environmental objects, such as exhaust fumes or clouds of smoke from a burning tank, making them look more three-dimensional and natural in the final image:



Contact shadows

In our new Dagor Engine 5.0 graphics engine, to be introduced in War Thunder 1.77, we’re presenting an algorithm for creating contact shadows, which make the image more realistic and give depth to maps. Technically, the algorithm for drawing contact shadows relies in fact, on rendering each frame, every pixel in the image undergoes ray tracing for a short distance toward the source of light. The tracing takes place through other objects already drawn on the screen. If an obstacle appears in the ray’s path, an additional shadow is created.

Changes in the grass will be particularly noticeable: grass in the game could previously take shading from other objects but couldn’t give off shadows itself. The technology of contact shadows not only allows grass to give off its own shadow on the ground, but also give shade to other grass. As a result, grassy meadows and fields will now look deeper and more realistic, both up close and at distance.

Apart from grass, the technology of contact shadows provides a means to create great depth in all objects far away from the player. For example, window frames, rivets on vehicles, and other objects receive visually more correct sub pixel shading, in contrast to classic shading methods in which shadows at great distances are drawn only on large objects.



Read all about it on the Official War Thunder Forums!
War Thunder - TheShaolinMonk
Today’s edition of our devblog will discuss how the updated Dagor Engine 5.0 render will add volume to the War Thunder world. It’s all about light and shade!

Global Illumination

Several lighting and shading algorithms are used when rendering each frame in War Thunder. In the updated Dagor Engine 5.0 render, we are improving the lighting model with Realtime Global Illumination. Global Illumination is the common term for lighting algorithms, this includes not only direct illumination, but also reflected and scattered light from surfaces and area lights (such as sky and clouds). Our game will have shadows that objects cast from ambient illumination and the sky making the visuals more volumetric and detailed in shadows. Global Illumination will also introduce light reflected from other objects and the environment. All of it will be implemented in real time for large scale locations (the average WT location is 32x32 km) for destructible and dynamic objects

Like other upgrades to the game’s visuals, Global Illumination will be available as an option in the graphic settings menu and will be enabled by default for high graphical settings.

Global Illumination - is a complex mix of algorithms, a very difficult and high-technology task. It’s enough to say that at the moment there is no game or game engine that has a fully fledged dynamic GI for large-scale locations. Algorithms where the objects are supposed to be static or require preliminary calculations won’t work in War Thunder: dozens of large-scale location will require excessive memory and hard drive space while destructible environment affects the whole geometry very significantly. That is why some of algorithms and improvements will, perhaps, become available after switching on some personal settings after update 1.77 is released. Meanwhile, a general list of changes is already available.



See the difference in shadow rendering and visual perception of the volume with the new Dagor Engine 5.0 shadowing algorithm.

Shadows on effects

Effects are often separate from the rest of the photorealistic rendering, as most effects are simplified versions of much more complex processes, like smoke and fire. That’s why the effects render is usually a separate process. In the Dagor Engine 5.0, we have calculated the shading of effects by environmental objects, such as exhaust fumes or clouds of smoke from a burning tank, making them look more three-dimensional and natural in the final image:



Contact shadows

In our new Dagor Engine 5.0 graphics engine, to be introduced in War Thunder 1.77, we’re presenting an algorithm for creating contact shadows, which make the image more realistic and give depth to maps. Technically, the algorithm for drawing contact shadows relies in fact, on rendering each frame, every pixel in the image undergoes ray tracing for a short distance toward the source of light. The tracing takes place through other objects already drawn on the screen. If an obstacle appears in the ray’s path, an additional shadow is created.

Changes in the grass will be particularly noticeable: grass in the game could previously take shading from other objects but couldn’t give off shadows itself. The technology of contact shadows not only allows grass to give off its own shadow on the ground, but also give shade to other grass. As a result, grassy meadows and fields will now look deeper and more realistic, both up close and at distance.

Apart from grass, the technology of contact shadows provides a means to create great depth in all objects far away from the player. For example, window frames, rivets on vehicles, and other objects receive visually more correct sub pixel shading, in contrast to classic shading methods in which shadows at great distances are drawn only on large objects.



Read all about it on the Official War Thunder Forums!
War Thunder - TheShaolinMonk


The Magach series of armored fighting vehicles were Israeli modifications of the American M48 and M60 tanks, which were gradually improved over the course of several decades to fit Israel’s ever changing military needs. War Thunder players can expect one vehicle of the Magach series to make its way to the game in the upcoming update 1.77. Tankers, meet the Magach 3!

During the 1960s and ‘70s, Israel purchased a number of M48 and M60 tanks from West Germany and later the USA. These tanks and their subsequent upgraded versions were named Magach. The first two Magach tanks were for the most part “stock” versions Israel initially received, without any significant retrofits. However, the first wave of major upgrades became visible with the Magach 3. This version intended to upgrade the Israeli M48s to the A4 standard, following the Six-Day-War of 1967. The Magach 3 introduced several major improvements over the previous versions, including the replacement of the 90mm with the L7 105mm cannon, an improved diesel engine and transmission as well as a low-profile commanders cupola, just to name a few.





In the meantime, stay tuned to the news to find out what else the next major update for War Thunder has instore for you. Until then!

For more information, read the full Dev Blog article on the Official War Thunder Forums!
War Thunder - TheShaolinMonk


The Magach series of armored fighting vehicles were Israeli modifications of the American M48 and M60 tanks, which were gradually improved over the course of several decades to fit Israel’s ever changing military needs. War Thunder players can expect one vehicle of the Magach series to make its way to the game in the upcoming update 1.77. Tankers, meet the Magach 3!

During the 1960s and ‘70s, Israel purchased a number of M48 and M60 tanks from West Germany and later the USA. These tanks and their subsequent upgraded versions were named Magach. The first two Magach tanks were for the most part “stock” versions Israel initially received, without any significant retrofits. However, the first wave of major upgrades became visible with the Magach 3. This version intended to upgrade the Israeli M48s to the A4 standard, following the Six-Day-War of 1967. The Magach 3 introduced several major improvements over the previous versions, including the replacement of the 90mm with the L7 105mm cannon, an improved diesel engine and transmission as well as a low-profile commanders cupola, just to name a few.





In the meantime, stay tuned to the news to find out what else the next major update for War Thunder has instore for you. Until then!

For more information, read the full Dev Blog article on the Official War Thunder Forums!
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