Volumetric / Voxel based Smokes

[Would you like to see this in-game?]
  • Yes
  • No
0 voters

Hi there, As the title says, I’d like to make the suggestion that War Thunder upgrades to a Volumetric / Voxel based Smoke system, similar to that in use in CS2.


Smokes
Currently in game smoke is comprised as a series of sprites. They’re just a series of layered smoke textures at different levels of transparency. This is a common technique in the gaming industry, and as with any Graphical implementation it has a series of pros and cons.


Sprites
Pros - Sprites are very performant, allowing for higher FPS
Cons - They are dependant on which way the camera is facing, meaning the visual appearance of the smoke will change a lot when you move the camera. This also leads to the smoke looking different at different angles and potentially to different to other players; possibly providing an advantage to one over the other. *In addition often times you’re still able to identify outlines of tanks through the smoke because of additional FX such as sparks or dust particles (credit @F-16D_Barak_II )

Great example of this is in BPA_Jon’s video here

Voxel
Pros - Smokes will look the same for everyone, regardless of angle, They can interact with the environment and players
Cons - Potential engine upgrade needed for Dagor, and they are more performant to run, potentially lowering FPS.

Great example of this is Valve’s own video explaining it

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csgo-cs2

Reaction to the Smoke change from CS:GO to CS2 has been overwhelmingly positive from what I’ve seen, and provided a meaningful change to gameplay. While I understand CS2 and WT are very different games, I believe implementing this feature would still provide a positive change to gameplay. In addition to this we’re getting WT Infantry very soon.

Imagine a HE shell or bomb blowing away smoke, Imagine using a plane to clear the street of smoke by flying over, or even just punching a hole through (Tanks & Ships could also do this but with a small effect due to their relatively lower speed)

I believe this effect would be best implemented for:

  • Smoke Grenades
  • Smoke Shells
  • ESS

Final Thoughts

I believe this suggestion is in keeping with War Thunder’s theme of constantly evolving and changing for the better; and while I understand it might make WT slightly harder to run I believe that it would provide a worthy meaningful change / addition to gameplay, and keep WT progressing forwards, both graphically and gameplay wise.

Let me know what you think of the idea and any ideas you have to improve it! Thank you! :-)

Bonus

Popular Youtuber Acerola recreates the effect and explains detail behind it:

https://youtu.be/ryB8hT5TMSg?si=jVKGJzLz84uP-YDf

Reddit User Recreation:
https://www.reddit.com/r/Unity3D/comments/14yvz5x/updated_my_responsive_smoke_you_might_remember_it/

5 Likes

You are forgetting to mention the biggest con about the current smokes

You can see players through it if there are dust particles or sparks on/next to their vehicle

4 Likes

Yeah another great point, I’ll add to the post

1 Like

If this is implemented, sprites should be enabled by default.

I do not for one second believe snail is capable of implementing voxel smoke in a way that doesnt nuke my computer when someone discharges all of his smokes.

I mean if we can’t fix the lag at the start of ARB you’re probably right lmao

German mains are going to be all for this.

1 Like

considering how gaijin is able to make warthunder run on a potato connected to a fork i think they will be able to implement a way to have a somewhat effective voxel smoke effect even on lower graphic settings. here the challenge would be to not have higher or lower graphics be a substancial advantage over the other but im sure they can come up with soemthing