During this weekend’s Wargaming Fest 2017, it was announced that World of Tanks 1.0 would ship in March 2018 delivering major improvements on the game’s graphics (and optimization), audio and also redesigned maps with destructible objects.
That’s thanks to the new graphical engine, Core. This will already be tested through the PC demo seen on a certified website.
The game is also available on PlayStation 4 and Xbox One, yet it is unclear how and when consoles will receive the joy of Tanks 1.0. Wargaming also expressed involvement in the Nintendo Switch should the console’s installed base?gets large enough. We’ll make you stay updated, of course.
New Graphics Engine
One of the largest newsbeats around this year’s WG Fest was the announcement of An entire world of Tanks 1.0, that is lower than 90 days away! Slated hitting production servers in March, it reimagines the sport with graphics engine and also over 25 ultra-realistic maps.
This impressive revamp has long been over 4 years inside the making. It all began from prefer to bring the game’s visuals to modern standards, and was continuously fueled by three things: your feedback, technological progress, and gratification optimization. We want to supply the game an advanced look, while also ensuring you can savor it on your own rig. Simply tweaking the first engine to raise the game’s looks just wouldn’t cut it: technology evolved rapidly, as well as BigWorld client engine simply couldn’t continue.
Much like we all do inside a battle, we needed to plan some steps ahead. In your case, it required a fix that is going to keep the latest technological advancements while using enough capacity to let us advance graphics in tandem for it. Also, we wanted a technology tailored to World of Tanks. Hardly any graphics engine (both occasionally) would fit these 3 requirements. And we brought client development in-house, created something specifically World of Tanks, and referred to it as for that which it absolutely was: CORE, as it’s literally fundamentally of all things the truth is in game.
What might look simple written definitely wasn’t like that in the real world. It took our company few years to achieve it. Another year (and a crew of numerous hundred people) was necessary to overhaul the game’s maps, recreating all in-game content on the ground-up when using the latest technology for graphical content processing and rendering.
25+ Redesigned Maps
Terrain textures, a water rendering system, skyboxes, a lighting system, shadows-we went over just about every map element, redesigning them to add greater depth, beauty and realism to battlefields. Each map now has a distinguished flare and supplies even deeper immersion as a consequence of numerous new and improved technologies and effects.
- Vast expanses:?We designed miles upon miles of outland to help you to see beyond a map’s borders like your story would in the real world.
- Realistic terrain:?The revolutionary graphics engine i want to blend 16 textures to ensure that terrain looks truly volumetric, detailed to the littlest blades of grass.
- Soaking and responsive water:?Tanks and any other environmental object that interacts with water get wet, much like in the real world. Whenever a vehicle crosses a river, it disrupts water mainly because it moves, and firing a shell creates circularly spreading 3D waves over its surface.
- Rich volumetric flora:?Foliage reflects the times of year, and trees no more resemble flat images. We added adequate volume with them and designed more than a hundred unique trees as well as some variations for each ecotype to add diversity.
- Photorealistic skies:?We added moving clouds and created photorealistic skyboxes for every map to offer them an exceptional and dynamic feel.
- Advanced lighting:?The sunlight system features realistic shading/lighting models, environments, improved dynamic shadows and global illumination technology that accurately follows the natural lighting laws of physics, adding harmony to your picture.
- Destructible objects:?The reworked maps get long-awaited Havok Destruction technology. Thus you can gloriously crash environments, taking this lightly them whilst you rumble into battle.
- Post-effects:?Bloom, god rays, chromatic aberration, and screen space reflection effects improve image quality and clarity of detail.
We injected maps with extra detail, whilst continuing to keep gameplay-defining elements where they were for almost all maps. It’s really a tough balancing act, but we think which a few rounds of testing together with you are certain to get us there. As well, we used this chance to improve gameplay issues you reported to us over time about Fisherman’s Bay, Ruinberg, Pilsen, Erlenberg, Steppes, and Kharkov. For example, Fisherman’s Bay has become an even more balanced frontline. It’ll offer both teams equal chances at pushing key directions. The very area on Erlenberg is to get a thorough makeover: it’s safer to read now, with visible lowland, denser forests, and much less environments that contain little tactical value.
The enhancements didn’t end with visuals. We connected auction web sites 40 composers and musicians from all of world wide and recorded over 15 TB or rough audio data to enhance your immersion in struggle with authentic sound.
Starting with World of Tanks 1.0, music will resonate using the map setting, creating a unique atmosphere each battlefield. Kazakh musicians may play traditional musical instruments whilst you roll over Lost City. Arabic composers will bring their musical aesthetic to Sand River, Airfield, and El Halluf. Gregorian chants will echo on Mountain Pass.
You can sense map’s unique “character” just before the action gets underway with unique loading screen themes. Then, the sound will alter according to what is happening in your team in-game.
So, what stopped us from adding new maps and sound the instant they were ready? A couple of things. For starters, graphical advances naturally within the pressure for your rig, which wasn’t inside our plans. We set up additional work to optimize stability and framerates on mid-range and older PCs, lessen the memory load much more supply the headroom allow extra effects.
- A special procedural virtual texture was introduced to deliver realistic landscapes with no added pressure on performance.
- The Adaptive Shadow Maps technology calculates shadows from static objects and saves these questions special reusable shadow texture, reducing the strain on the video card and processor.
- Graphical subsystems were reworked using streaming technology to scale back the overall memory footprint of graphics.
- The heavy-on-performance reflection generation process was replaced with the Screen Space Reflection algorithm, significantly reducing the load up the graphics card.
- We implemented multi-resolution particles to smooth out FPS drops when multiple particle effects are being simultaneously rendered on-screen (e.g. explosions and fumes).
Besides, that it was technically impossible to include redesigned maps in batches, there were to modify towards the new engine because of it, and it doesn’t support old graphics. Now imagine having several maps in rotation and playing them over and older. You’d are disabled of these quite soon, in spite of how sleek they appear.
However, that’s all before. With several optimization iterations, several internal tests, and another round in Sandbox (thanks again for joining us there!), we’re nearing the completed line. We’re already 25 maps down, and almost ready to go! “Almost” signifies several more internal and open tests.