Developer Diaries: Ray Tracing in World of Tanks

Very soon, ray tracing technology will appear in World of Tanks. It will help render realistic vehicle shadows. You can already see them in the new version of World of Tanks Encore RT https://wotencore.net/. How does this technology work? And will players need a special graphics card with ray tracing support? Let’s find out!

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Developer Diaries: Ray Tracing in World of Tanks

5 thoughts on “Developer Diaries: Ray Tracing in World of Tanks

  1. Seth H says:

    Realistic lighting….. YAY!!!!! So glad this is more important that fixing the other problems with the game; like solid object boundaries being further than visible edges, still broken MM, etc.

    1. Anonymous says:

      That’s mostly a problem with high detail game/map designs, LOADS of issues crop up when making things “pretty”.
      This is much of why I prefer stylization over making things photorealistic.

      1. NoComment says:

        um, no!
        Loads of issues show up because of shoddy implementation. How detailed or pretty the graphics are has absoloutly nothing whatsoever to do with it. Care to explain how “stylised graphics” are going to improve tank balance, th ematch maker etc..

      2. Anonymous says:

        1. I’m quite obviously talking about the visual boundary/object hitbox issue.
        2. If you have a company as lazy as WG making things and they start concerning themselves with making said things look good, do ya think they “might” just get sloppy on things that aren’t immediately apparent?
        Bonus round
        3. MM is ultimately unfixable.
        All the changes have done is make it take longer to get into a match that lasts just as long as before the changes, and before you or someone else prattles it off no SBMM wouldn’t help matters either.
        It’ll once again make it take longer to get into a match and then there’s the issue of it requires a large server population across all tiers so you could properly make matches in said tiers with once again no guarantees that the matches would actually be any better than now.

      3. NoComment says:

        ” I’m quite obviously talking about the visual boundary/object hitbox issue.”

        Which has nothing to do with the visuals and everything to do with poor implemntation of hitboxes/ collision detection. i.e having the hit boxes sticking out of the visual model rather than being fully inside.

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