War Thunder

Got a phone and WiFi? War Thunder's 11Hz tick rate makes every extra millisecond of latency worse — each ghost shell is partly a routing problem. PingAim routes aces.exe through whichever interface measures the smallest ping and least packet loss to Gaijin's servers, keeping streams and downloads on the other interface.

Vehicle Combat Free to Play Gaijin Entertainment, 2013

Does PingAim Help in War Thunder?

Compatible — BattlEye does not block PingAim
More about BattlEyehow it works · what it blocks · known conflicts
Kernel-levelBlocks DLL injectionBlocks unsigned driversNetwork optimizers allowed

BattlEye uses a kernel-mode driver (BEDaisy.sys) that loads at system startup. It operates on both client and server sides, monitoring for memory editing, DLL injection, and process interference. The bedaisy.sys driver has caused BSOD issues on some Intel 13th/14th gen CPUs due to hardware-enforced stack protection conflicts. BattlEye replaced Easy Anti-Cheat (EAC) in December 2024. As of August 2025, BattlEye has issued bans to 3,647+ accounts for automation (bots) and cheat software.

VPN and network optimizers

VPNs and network optimizers (ExitLag, WTFast, GearUpBooster, LagoFast, NoPing, etc.) are widely used by War Thunder players without bans. Gaijin's anti-cheat targets cheating software, not network routing tools. WTFast officially lists War Thunder as a supported game. ExitLag users discuss War Thunder optimization on the official forum without reported bans. However, Gaijin's EULA does not explicitly whitelist network optimizers, so a small theoretical risk exists if IP region suddenly changes dramatically.

Known software conflicts

  • BattlEye's BEDaisy.sys driver has caused BSOD on Intel 13th/14th gen CPUs due to Windows 11 hardware-enforced stack protection — requires disabling 'Kernel-mode Hardware-enforced Stack Protection' in Windows Security settings
  • Test-signing mode (for unsigned driver development) prevents BattlEye from loading
  • Some hardware monitoring tools using kernel drivers may be terminated by BattlEye
  • Anti-cheatBattlEye
  • ProtocolUDP
  • Tick rate11 HZ
  • ConnectionDedicated
  • HostingMixed — Leaseweb USA (US), Ser…
  • EngineDagor Engine (proprietary, Gaijin…
  • NATModerate
  • LauncherGaijin Game Launcher (standalone) or Steam
  • Install size50 GB

Why ping matters in War Thunder

Latency sensitivity High

Ping noticeably shapes the experience.

War Thunder's low tick rate (~11Hz) means each server update represents roughly 90ms of simulated time — making raw ping less critical than in FPS games, but connection stability and packet loss are severe problems. Ghost shells and sparks (hits that register on your client but not the server) are directly caused by the combination of low tick rate and high latency. In air battles with jets flying at 700+ km/h, a 100ms ping difference means an aircraft has moved ~20 meters between server updates (Raaen 2014's cross-genre latency-threshold survey places action-game tolerance around 100ms), making lead calculation and hit detection unreliable. Ground battles are more forgiving at moderate ping, but a stable low-latency connection still provides a meaningful advantage in reaction-based engagements.

About War Thunderbackground, studio, esports scene

War Thunder is a free-to-play combined arms multiplayer combat game developed and published by Gaijin Entertainment. Originally released in open beta in November 2012 and officially launched on December 21, 2016, the game spans over a century of military vehicle history — from early World War I aircraft to modern fourth-generation jets, main battle tanks, and naval vessels. Players can participate in air, ground, and naval battles across three distinct game modes: Arcade Battles (most accessible), Realistic Battles (semi-simulation), and Simulator Battles (full cockpit simulation with no HUD aids). The game features over 2,000 meticulously modeled vehicles from more than 20 nations.

War Thunder uses a proprietary damage model that simulates internal component damage, crew incapacitation, and module destruction on a per-shell, per-fragment basis — making vehicle positioning and armor knowledge critical. The game runs on Gaijin's proprietary Dagor Engine and is notable for cross-platform support across PC (Windows, macOS, Linux), PlayStation 4/5, and Xbox One/Series X|S, with full cross-play enabled across all platforms. It is one of the largest and most detailed vehicle combat simulators in existence, regularly receiving major content updates introducing new vehicle trees, maps, and mechanics.

The game's netcode architecture has been a persistent point of community criticism. A low server tick rate and loose synchronization model leads to well-documented phenomena: 'ghost shells' (rounds that visually appear to hit but register no damage), 'sparks' (partial hits with no penetration), and desynchronized vehicle positions. These issues are most pronounced in air battles and high-speed jet combat where relative velocities are extreme. Despite these limitations, War Thunder maintains a massive global player base, with particularly strong communities in Europe, Russia, the United States, and Southeast Asia.

Studio
Gaijin Entertainment
Released
2013
Platforms
Windows, macOS, Linux, playstation4, playstation5, xbox_one, xbox_series
Engine
Dagor Engine (proprietary, Gaijin Entertainment)

PingAim detects War Thunder automatically

No manual config. PingAim identifies War Thunder by process name and routes it through your fastest connection using a kernel-level WFP driver.

When does PingAim help — and when doesn't it?

PingAim helps when...

  • Phone 5G tethering — route aces.exe through mobile when home connection is congested, especially during evening peak hours
  • WiFi and Ethernet both active — PingAim selects whichever interface reaches Gaijin servers with less packet loss
  • Streaming or downloads competing on main connection — separate game traffic so bandwidth saturation doesn't cause ghost shells
  • Congested home WiFi causing packet loss at the 11Hz tick boundary — even 1% loss doubles ghost shell frequency
  • Dual-WAN setup — assign aces.exe to the lower-latency WAN independently for air and ground battles
  • Wrong interface used by Windows — PingAim forces aces.exe to the correct one
  • Oceanic, SEA, and South American players where a second connection path reduces the crossing to Virginia or Frankfurt

Won't help when...

  • Ghost shells caused by the game's fundamental 11Hz tick rate — a server-side architecture issue no routing tool can fix
  • Only one internet connection available — a second connection is required for interface selection to help
  • Your current connection already measures stable low jitter and minimal packet loss to your nearest Gaijin server
  • Desync with high-ping opponents in the same match — their ping affects your experience regardless of your own connection
  • BattlEye is kernel-level — use PingAim's WFP-driver mode, not DLL-injection mode, since BattlEye blocks DLL injection into aces.exe

Recent Updates

See all War Thunder updates →

Community & Official Resources

Where players talk and where the publisher posts updates.

Last updated: May 2026 Game names and logos are trademarks of their respective owners. PingAim is not affiliated with or endorsed by any game publisher.