War Thunder joins Nvidia’s November DLSS 5 rollout | Magica
Nvidia adds War Thunder to its November DLSS 5 schedule
Editorial Team
••📖6 min read
War Thunder will add Nvidia’s DLSS 5 neural rendering in mid-November. The upgrade changes lighting and materials, with access and performance depending on hardware, streaming and other rendering features.
War Thunder will add DLSS 5 neural rendering with Eagle’s Shadow in mid-November; no exact day is announced.
The game already supports DLSS upscaling, frame generation and path-traced lighting. This addition changes lighting and material detail.
Nvidia’s claim of up to 400 FPS at 4K includes generated frames. Local support covers RTX 50 Series and RTX Spark devices, with cloud access also offered.
Graphics-chip supplier Nvidia is bringing DLSS 5, its AI graphics technology for enhancing lighting and materials, to War Thunder in mid-November. Developer Gaijin Entertainment’s free-to-play military combat game will receive the feature in its Eagle’s Shadow update, extending an existing relationship with Nvidia’s rendering tools.
The addition matters because DLSS 5 changes the appearance of a rendered scene, beyond the performance functions of earlier DLSS features. For a game first released in 2013 and repeatedly upgraded since, the questions are how well the new lighting fits its art direction, which players can use it and what performance costs remain after other technologies compensate.
War Thunder with DLSS 5 off, from Nvidia’s supplied comparison. Credit: Nvidia/Gaijin Entertainment. Source: Nvidia.
The matching scene with DLSS 5 on. Changes to shadows and wet surfaces are company-reported, illustrated by Nvidia’s demonstration. Credit: Nvidia/Gaijin Entertainment. Source: Nvidia.
A new visual layer, alongside existing rendering tools
Nvidia’s November 3 announcement places War Thunder between Hogwarts Legacy’s November 5 update and Where Winds Meet’s November 23 update. A report on the schedule identifies War Thunder as the addition absent from the original games list; it dates DLSS 5’s official launch to September 3 with NBA 2K27. The report lists November 23 for Where Winds Meet in North America and November 24 globally, a distinction Nvidia’s announcement does not make.
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War Thunder already supports DLSS 4.5 Super Resolution upscaling, Multi Frame Generation and Ray Reconstruction, as well as ray tracing and path-traced global illumination, according to Nvidia. Gaijin’s development announcement traces its use of Nvidia technology back to DLSS 2.0 and the New Power update’s move to Dagor Engine 6.0, the game engine underpinning its graphics.
The new feature, 3D-Guided Neural Rendering, is a final stage in the graphics pipeline. Nvidia says it takes a frame’s color and motion vectors as inputs to enhance lighting and materials while retaining the engine-rendered scene as its foundation. It is an additional visual option in a game that already has several ways to improve rendering and performance.
Gaijin promises more convincing wet surfaces, richer atmosphere in rain and overcast weather, and finer material detail. Nvidia’s comparisons highlight deeper shadows beneath tank tracks and camouflage netting, and stronger reflections on water. These are the companies’ descriptions, rather than independent findings about the released update.
Developers control the changes; players get a toggle
A report on the rollout describes a gaming-community backlash following DLSS 5’s March unveiling. The issue makes control over the resulting image material to the release, rather than a secondary technical detail.
Nvidia says developers can select different neural-rendering models for different scenes, gameplay or cutscenes. Its Structure Intensity control adjusts fine detail such as ambient occlusion and reflections; Tone Intensity controls broader lighting and color response. Semantic masking can distinguish characters from environments, while engine-level masking lets artists isolate particular assets. Players can switch neural rendering on or off.
Those controls mean that support for the same technology need not produce the same visual treatment in every game. Nvidia says Avalanche Software, the studio working with it on Hogwarts Legacy’s integration, tuned the feature to enhance environments while preserving character identity. For War Thunder, Gaijin emphasizes weather, surfaces and the atmosphere of air, ground and naval battles.
Nvidia’s technology demonstration shows Model B at three Structure Intensity settings. It illustrates developer controls, not War Thunder footage. Credit: Nvidia. Source: Nvidia.
What the 400 FPS benchmark measures
Nvidia advertises up to 400 frames per second at 4K in its War Thunder ground-battle benchmark with the Ultra preset, which includes path-traced global illumination and several ray-traced effects. Its performance description combines neural rendering with Ray Reconstruction and up to 6X Multi Frame Generation.
Nvidia explains that 6X Multi Frame Generation can produce up to five additional frames for each rendered frame. The advertised output therefore includes generated frames; it does not establish DLSS 5’s standalone processing cost or the game’s responsiveness. Nor does a maximum from one ground-battle benchmark establish performance across supported devices and battle types.
All three November integrations will use Nvidia’s October neural-rendering model. The company says that revision runs twice as fast as the previous version and uses 20% less VRAM at 4K. These are comparisons between model versions, not evidence that War Thunder’s overall frame rate will double.
The deployment history is also relevant: Nvidia says DLSS 5 moved from a March demonstration running on two RTX 5090 graphics cards to running on a single card. Its claimed tenfold performance improvement over seven months covers pipeline optimizations and model refinements, a different comparison from the October model’s twofold gain. Neither figure substitutes for testing the finished game update.
Company-reported: up to 400 FPS at 4K in Nvidia’s Ultra-preset ground-battle benchmark, using neural rendering, Ray Reconstruction and up to 6X Multi Frame Generation. This includes generated frames. Source: Nvidia.
Access and launch testing are the next checks
Gaijin specifies GeForce RTX 50 Series graphics cards and RTX Spark devices for War Thunder’s local support. The schedule report identifies RTX Spark as chipsets available in select laptops. Nvidia also offers DLSS 5 through GeForce NOW Ultimate, its game-streaming service tier, providing an alternative to running the feature locally.
The schedule report says Nvidia plans RTX 40 Series support later, but today’s company announcement gives no date. More specifically, a War Thunder site administrator says the feature currently covers RTX 50 Series and Spark and that they have no information on RTX 40 compatibility. A broader Nvidia support plan therefore does not establish when it will work in War Thunder.
The same schedule report describes unofficial implementations on various GPUs, with variable results, and Nvidia’s recent addition of DLSS 5 modding support through RTX Remix. Those routes broaden experimentation but do not establish official compatibility for this game on older cards.
Nvidia’s supporting Game Ready Driver is scheduled for November 4, ahead of Eagle’s Shadow in mid-November. The update will also add vehicles and visual effects. Once it arrives, comparisons with neural rendering switched on and off—using the same hardware, scene and frame-generation settings—will be needed to judge image stability, latency and the feature’s own performance cost. Until then, the companies’ visual comparisons and combined-feature frame rates leave those practical questions unresolved.
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