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War Thunder 1.37: PC Performance Benchmarks for Graphics Cards and Processors

BASIC INFORMATION ON THE GAME

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Released: 2012
Genre : MMO
Developer : Gaijin Entertainment
Publisher : Gaijin Entertainment 

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War Thunder is a computer multiplayer online game dedicated to military aviation, armored vehicles and navy during the Second World War and the post-war period. The project is being developed and published by Gaijin Entertainment, best known for its game flight simulators for PC and consoles. As of July 1, 2013, the project is in open beta testing.

THE GRAFICAL PART

In this subsection of our review, the main graphical aspects of this game are revealed. Particular attention is paid to the version of the graphics engine used, the version of the API used, graphics settings and the quality of the development of the main visual aspects.

Supported OS and graphics API

 War Thunder is supported by major Windows operating systems, which include Windows XP, Vista, Windows 7 and Windows  8. The game also supports Mac OS.

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The priority and main graphics API for the PC version is DirectX 9/11. 

Game engine 

 The game engine for War Thunder is the Dagor Engine. Dagor Engine is a game engine developed by the Russian company Gaijin Entertainment both for use in their projects and for licensing to third-party companies. Dagor has been developed since 2001 and is constantly being improved. PC (Microsoft Windows), Xbox, Xbox 360 and PlayStation 3 are supported. At the end of 2010, the third version of the engine is the latest. "Dagor" is used in the vast majority of Gaijin Entertainment's games.

Gaijin Entertainment

Gaijin Entertainment was founded in 2001. At the same time, the first version of Dagor began to be developed. The team working on the engine was separated into a separate division. On June 14, 2005, Gaijin Entertainment announced the acquisition of a license for the Meqon Game Dynamics physics engine developed by the Swedish company Meqon Research AB and integrating it into the second version of "Dagor". Some time after the founding of the company, but before the beginning of 2006, the Dagor development division was spun off into a completely separate company, Dagor Technologies, which continued to work exclusively on the engine. On March 29, 2006, the third version of the Dagor engine was officially announced. This version had support for the main consoles of the sixth and seventh generation.

On April 7, 2006, an official press release from Ageia and Gaijin Entertainment, published during KRI 2006, announced the acquisition of the latest license for the Ageia PhysX physics engine developed by Ageia. It was stated that Ageia PhysX will be integrated into "Dagor". On April 20, 2008, at the KRI Awards ceremony held in Moscow as part of the annual Game Developers Conference, Gaijin Entertainment received awards in two categories, including the Best Technology category for the Dagor Engine.

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The graphics engine that is part of the "Dagor Engine" supports many graphic effects and technologies. It is based on Direct3D 9 and supports shader programs 1.1, 1.3, 1.4, 2.0, 2.0x. There is both a native shader programming language and the ability to use HLSL. The graphics engine supports many lighting algorithms and light sources. High Dynamic Range Rendering is widely used in both static and dynamic lighting. There are scattered and directional light sources, luminous objects. There is per-pixel and per-pixel lighting, lightmaps, Global Illumination algorithms, dynamic shadows based on projective shadow maps, soft shadows, volumetric rays. Contains a variety of graphic post-effects: Bloom, color post-processing, Glow,

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There is rich support for rendering water surfaces, which includes various types of water with HDR support, ripples, reflections, as well as Fresnel refraction. Decals, volumetric fog and smoke, reflective and refractive surfaces, glass, chrome, lacquered surfaces, leather, various vegetation are present and supported, there is support for SpeedTree technology. The particle system allows you to simulate sparks, smoke, fire, precipitation, leaves, insects and auras.

"Dagor Engine" contains its own built-in physics engine. This engine contains collision detection modules, solid state physics processor, Ragdoll physics, vehicle physics. There is also a set of geometric primitives and various joints, and dynamic joint destruction is supported. There are also fluid physics and particle physics.

Despite the presence of its own physics engine, "Dagor Engine" contains an open interface that allows you to connect third-party physics engines. The following third-party physics engines have been claimed to be successful: Ageia PhysX, Meqon, and Newton Game Dynamics. 

 

Advanced game settings

 

War Thunder has both basic and advanced graphics settings. A total of four quality levels are available for all types of settings: cinema, high, medium and low. You can also flexibly manipulate individual settings. Graphic settings are changed directly through the game launcher. 

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Below we have provided screenshots of the game at various graphics settings, where our readers can see the difference between the minimum, medium and maximum graphics quality settings. 

Low quality settings 
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Medium quality settings
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Very high settings 
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The differences between the various quality settings in the game are quite noticeable. It also plays an important role that at minimum settings the game uses DirectX 9, and at medium and maximum  DirectX 11.

General visual design and game physics

War Thunder версии 1.37 получил в свое распоряжении новый рендер с поддержкой DirectX11, который принёс улучшение качества графики и прирост производительности до 25% (по словам разработчиков). Так что на данный момент вселенная War Thunder является самой продвинутой ММО игрой в своём жанре и может похвастаться широким обилием визуальных настроек.

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Но опять же, в пылу сражения все визуальные навороты отходят на второй план и в геймплейном плане мы становимся больше сосредоточены на игровом процессе, в особенности это касается самолётов. Тест танков War Thunder на данном этапе находится в ограниченном доступе и проверить, как выглядит земля "на суше", нам. увы, не довелось...  

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Далее мы перейдём непосредственно к игровым тестам и определим, какое влияние оказывает данная игра на современное компьютерное железо. 

ТЕСТОВАЯ ЧАСТЬ

Тестовая конфигурация

Тестовые стенды

Тестовый стенд № 1 на базе платформы Intel  Soket 2 011

Тестовый стенд № 2 на базе платформы Intel  Soket 2 011

Тестовый стенд № 3 на базе платформы Intel  Soket 115 6

Тестовый стенд № 4 на базе платформы AMD Soket AM3 +

Тестовый стенд № 5 на базе платформы Intel  Soket  1150

Мультимедийное оборудование

Монитор Dell U3010 

Монитор ASUS PQ321QE

Программная конфигурация

Операционная система

Microsoft Windows 8.1 64 bit

Графический драйвер

Nvidia GeForce/ION Driver Release 332.21

AMD Catalyst 13.12

Программа мониторинга

MSI Afterburner v 3 beta 18

GPU Mist

FRAPS

Тест GPU

All video cards were tested at maximum graphics quality by MSI Afterburner. The purpose of the test is to determine how video cards from different manufacturers behave under the same conditions. The average and minimum FPS were taken as the performance indicator. Below is a video of a test segment of the gaming benchmark:    

Our video cards were tested at resolutions of 1920x1080, 2560x1600 and 3840x2160 at the maximum graphics quality settings allowed by War Thunder. The tests were carried out with full-screen anti-aliasing enabled and disabled. NVIDIA and AMD multi-chip configurations   are currently not supported by the game. 

Testing at 1920x1080 resolution

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Testing at maximum quality settings 1920x1080

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With these settings,  video cards of the Radeon HD 6850 or GeForce GTX 650 Ti level showed an acceptable and optimal FPS. 

Testing at maximum quality settings 1920x1080  6X HQ FXAA

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With these settings,  video cards of the Radeon HD 6850 or GeForce GTX 650 Ti level showed an acceptable FPS. The optimal video cards will be solutions Radeon HD 7770 or  GeForce GTX 560 Ti  and higher. 

Testing at 2560x1600 resolution

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Testing at maximum quality settings 2560x1600

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With these settings,  video cards of the Radeon HD 6870 or GeForce GTX 650 Ti level showed an acceptable FPS. The optimal video cards will be solutions Radeon HD 7850 or  GeForce GTX 580 and higher. 

Testing at maximum quality settings 2560x1600 6X HQ FXAA

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XWith these settings,  video cards of the Radeon HD 6950 or GeForce GTX 660 level showed an acceptable FPS. Radeon HD 7950 or GeForce GTX 680 and higher solutions will be optimal video cards. 

Testing at 3840x2160 resolution

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Testing at maximum quality settings 3840x2560

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With these settings,  video cards of the Radeon HD 7970 or GeForce GTX 770 level showed an acceptable FPS. The optimal video cards for this resolution would be Radeon R9 290X or GeForce GTX 780 Ti

Testing at maximum quality settings 3840x2560  6X HQ FXAA

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With these settings,  video cards of the Radeon R9 290X or GeForce GTX 780 level showed an acceptable FPS. There are no optimal video cards for this resolution.

VRAM test

memory GPU

Testing of the video memory consumed by the game was carried out by the  MSI Afterburner program. The results on top video cards from AMD and NVIDIA were taken as an indicator at resolutions of  1920x1080 and 2560x1600 with various anti-aliasing settings.

Testing at maximum memory GPU quality settings 

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The recommended amount of video memory usage for 1920x1080 resolution will be 768 MB of video memory,  for 2560x1600 resolution - 1024 MB of video memory and for 3840x2160 resolution also 1536 MB of video memory. On NVIDIA graphics cards, memory consumption is slightly higher.

Micro Stuttering Test

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Introducing our testing of FPS output latency on a Micro-Stuttering monitor. The results were taken on video cards from AMD ARES II and NVIDIA GTX 780 at a resolution of 1920x1080 with maximum image quality settings.

Testing at maximum quality settings Micro-Stuttering  GPU 

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Micro-Stuttering latency performance is excellent in various modes. 

CPU test

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We tested processor dependence on 15 models of basic configurations that are relevant today. The test was carried out in those places where the value of the video card for the game is minimal and its load was less than 99%, this time at a resolution of 1920x1080 with maximum graphics quality settings.

Testing at maximum quality settings 1920x1080 

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The performance of the processors in the game is just amazing and if there are performance losses, then the culprit will not be the CPU.

Loading of processor cores at maximum quality settings 1920x1080 Intel %

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Loading of processor cores at maximum quality settings 1920x1080 AMD % 

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War Thunder uses 4 processor cores, which is quite good for a multiplayer project..

RAM test

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The test was conducted on the base configuration Core i 7 3970X@4.9 GHz with 16GB DDR3 2400 MGz pre-installed memory. All used RAM was taken as an indicator. The RAM test of the entire Windows 8.1 system was carried out on various test benches without running extraneous applications (browsers, etc.).

Testing the game's RAM consumption at various quality settings

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As we can see, at various quality settings, the amount of RAM consumed in War Thunder is at the level of 400 megabytes. 

Testing system RAM consumption 

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If you have a system with 4 gigabytes War Thunder consumes about 2 gigabytes of RAM. In the presence of a system with 8 gigabytes, the RAM consumption of all RAM was 2.1 gigabytes. With a 16 GB system, system memory consumption was almost 2.4 GB.