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War Thunder 1.59: PC Performance Benchmarks for Graphics Cards and Processors

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 aces 2016 07 29 21 15 56 743

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 flight simulation games for PC and PlayStation 4. 

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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.

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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. 

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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. April 7, 2006 in an official press release from Ageia and Gaijin Entertainment, published during KRI 2006, it was announced that it had acquired 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, 

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.

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"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. 

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War Thunder has both basic and advanced graphics settings. A total of six quality levels are available for all types of settings: cinema, maximum, high, medium low and minimum. 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 and maximum graphics quality settings. 

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The difference between the minimum and maximum settings is visible to the naked eye.

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Activating anti-aliasing affects the quality improvement by eliminating all surface irregularities.

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The graphics have not changed much since our last testing, that is, if the changes were implemented, then this is hardly noticeable. But even despite this, the graphics component of War Thunder is one of the most advanced in games of this genre.

Next, we will go directly to the gaming tests and determine what impact this game has on modern computer hardware.   

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Test configuration
test stands

Benchmark #1 based on the Intel Socket 2011 v3

Testbed #2 based on the Intel Socket 2011 platform

Test stand #3 based on the Intel Socket 1155 platform

Test Bench #4 Based on AMD Socket AM3+ Platform

Testbed #5 based on the Intel Socket 1150 platform

multimedia equipment Monitor ASUS PQ321QE  
Software configuration
operating system Windows 10 Pro
Graphics driver

Nvidia GeForce/ION Driver Release 368.81

AMD Radeon Crimson Edition 16.7.2

Monitoring program

MSI Afterburner 4.2

FRAPS

 
All video cards were tested at the maximum graphics quality by the Action! program. The purpose of the test is to determine how video cards from different manufacturers behave under the same conditions. Below is a video of the test segment:

Our video cards were tested at resolutions of 1920x1080, 2560x1600 and 3840x2160 at maximum graphics quality settings. AMD CrossFireX and SLI are not supported by the game. We recommend disabling AMD CrossFireX, as when using it, performance drops significantly relative to a single solution.

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w.t. 1920

Testing at very high  quality settings 1920x1080  

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With these settings, video cards of the Radeon R7 370 or GeForce GTX 750 Ti level showed an acceptable FPS. 

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Testing at very high  quality settings 2560x1440

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With these settings, video cards of the Radeon R7 370 or GeForce GTX 750 Ti level showed an acceptable FPS.  

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Testing at very high quality settings 3840x2160

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With these settings, video cards of the Radeon R9 280X or  GeForce GTX 770  level showed an acceptable FPS. The best solutions would be  video cards of the Radeon R9 380X or GeForce GTX 770 level.

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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 the indicator at resolutions of  1920x1080 and 2560x1440 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 1536  MB of video memory, for 2560x1440 resolution - 2048 MB of video memory and for 3840x2160 resolution about 3076 MB of video memory. 

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w.t. 1920

We tested processor dependence on 16 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.

Testing at maximum quality settings 1920x1080 

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The performance of the processors in the game is just not bad, but as we can see, in the priority of the Core i 5 Intel, apparently the game has problems with the parallelization of calculations.

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 1.59 uses up to 4 computing threads. AMD has a limit of the involved cores does not exceed 6.

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sys

The test was conducted on the base configuration Core i 7 5960X @ 4.6 GHz with the amount of pre-installed memory 32 GB DDR4 2400 MGz. All used RAM was taken as an indicator. The RAM test on the entire 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 1.59 is within 1000 megabytes.

Testing system RAM consumption  

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If you have a system with 6 gigabytes, War Thunder 1.59 consumes all 3.2 gigabytes of RAM. In the presence of a system with 8 gigabytes, the RAM consumption of all RAM was 3.4 gigabytes. With a 16 GB system, total memory consumption was almost 3.8 GB. And with 32 gigabytes of RAM, the system consumes 4.3  gigabytes of RAM.  

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