Kiiyor, on 05 July 2015 - 03:01 PM, said:
I'm not. I play both. They're different games.
Tanks are an order of magnitude less complicated than mechs, and are far less expensive for the game client and servers. How many tanks have 12 weapons? 12 different weapons, like AC's and lasers that fire with dozens of pulses per second, with each pulse needing to be tracked? Or missiles that need to be tracked, and alter their tracking on targets? How many tanks in WT have 5 or 6 weapons all with different mounting and emitting points? How many tank battles have you had in WT with 24 tanks right on top of each other, all firing at the same time?
WT gets away with it's graphical magnificence because it's battles are typically slower affair, and even then there are still hitreg issues with some fast movers at long range, the same as there is in just about every single multiplayer game.
WT does have a great engine though.
The games are different. I'm not making excuses for anyone - Mechs are just expensive to run, and I understand this.
Not necessarily true. Rendering a tank or a mech is mostly client based. The work is on the PC. While mechs might be more complicated, the tanks in War Thunder has more complex textures, there are track animations which is very complex, the ground deforms and leaves tracks, and the foilage in the game is much more complex. Plus the maps are much larger and has far more complex geometric features.
There is actually, far more stress on the War Thunder servers. First to start with, in MWO you got 12 players. In War Thunder you got 16 players in one side. That means there are 8 more players in War Thunder for the servers to track. The second is that War Thunder also has numerous AI tanks that are running around. Again, that adds both to the server and graphical load. The third is that there are airplanes flying about. People are piloting planes, strafing and bombing you.
And there is a fourth reason. Every shot in War Thunder has a true ballistic arc. We don't have ballistic arcs in MWO, though we do have LRM flight patterns but even these are not calculationally as complex as ballistic arcs. Projectile and PPC shots in MWO simply go straight, and you only need collision physics. In War Thunder, you have to raise your gun to a higher elevation in order to arc your shot for a longer range. These arcs differ from gun to gun, shell to shell, and the data you need to process this has to be researched from historical archives. The server has to make all these calculations whether its plane or tank. I would say that for WoWs, the volume of ballistic calculations are even more immense, and ditto with torpedoes.
And then there is a fifth reason. In tank games, every hit has to be computed against an angle of approach against the angle of the armor. There are true deflection mechanics based on geometry. In MWO, the truth is, armor does not really exist, all you have is an HP layer that takes damage and subtracts HP no matter what hits it. In a tank, there is still a required determination whether the shot will do damage or deflected away. Again, like the ballistic calculations, the deflection mechanics require considerable amount of math processing. The armor mechanics of a tank in War Thunder is much more complex than a mech. The more angled or sloped the armor, is, the greater its effective thickness, which is different from physical thickness, Every facet of the tank from the top of the turret to the bottom glacis has its unique specific slope and thickness of armor. That goes the same to the sides and the rear of the tank. Even though the front of the tank might be thick, the armor on top of the engine might be thin, for example, enough for a rocket to penetrate it from a attack aircraft. There are also specific spots in the tank that have weaker armor, including the turret ring.
And finally, a sixth reason, one that is unique to War Thunder. Every tank, every plane actually has internal hitboxes, in addition to the outside. The pilot, the loader, the commander, the gunner, the fuel tanks, the engine, the ammo racks, the internal frame... A shell goes through, it fragments into little pieces, and all those little pieces will have to fly off and hit something inside. There is going to be some RNG that is going on, so the fragments might hit the commander, or the loader, or worst, the ammo rack. It hits the engine it starts the fire. It hits the loader, you can't load until someone replaces the loader duties. If it hits the ammo rack, it goes kaboom. This complex damage model however can be a double edged sword if not done right (it has plagued War Thunder for a long time) and can be facepalm moment if you didn't get the results you expect.
The servers on these games are going to be a hell of a lot more powerful, but once again, these games have a much much larger player base, multiples of MWO's. The revenue they obtain are much higher in order to finance these servers.
Edited by Anjian, 05 July 2015 - 10:23 PM.