Warno Cinematic (NATO vs. Warsaw Pact) Large Map : Loop - Seizing the Iniative (HD-4K Ultra)

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WARNO
Game:
WARNO (2024)
Duration: 15:49
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GPU: NVIDIA GeForce RTX 3090 | NVIDIA TITAN RTX
CPU: Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz
Memory: 128 GB RAM (127.87 GB RAM usable)
Current resolution: 3440 x 1440, 50Hz

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Large battle stress test on Loop, which belongs to the largest class of maps currently available on the Warno alpha/early-access (approx. 50 miles^2 or 81 km^2). Test done post-Murat update. A few remarks on the update with regard to run-time performance. Although 'functionally' the game is fine, when one zooms now there is an occasional and noticeable 'jerking' motion in the animation in the units. This did not exist prior to the update, as I have played this map with this size of units (or more) previously, and experienced both smooth game functioning and animation at all times. Perhaps unit path-finding has been improved, and the increased compute-overhead required for that improvement may be impacting other processes like animation (?).

Deployed both the Harrier and the new NATO 2-man BGM-71 TOW AT-weaponry, though did not capture any actions, but will add chapter-points for those in-play. I deployed 2 company's worth of infantry in a "air-cavalry" structure at the start of the match, this includes 6 squads of US Rangers, 9 squads of US aero-infantry, and 7 squads of US mixed-unit reconnaissance, to secure the left land mass of the middle island via deploying at road/bridge choke points as well as securing the entry/exit ways of townlets in the area.

This air cavalry was screened with a dozen attack helicopters, a mixed squadron of AH-64s and AH-1s, with further support of mixed squadron of air-superiority fighter jets, including F-16s, Tornado, and F-4s. Air is contested, but mostly secured via a combination of persistent squadron counter-strike and almost a dozen 2-man Stinger squads deployed in follow-on after the area was secured by the air-cavalry.

A separate large armor convoy (mix IFV/APC/Tanks/AA-vehicles) was sent to the left of the map to screen and secure the islet, which eventually linked up with the air cavalry squads as they entered via bridge towards the upper-left of the map. Though this went off without a hitch, in retrospect it was a risky action as there is only one narrow road to transit the armor/vehicles in that islet and it is heavily couched on both sides with forestry, which could lead to profound challenges if adversary had deployed AT infantry in that area.

Securing of the left sector of the middle-island mass enabled a rapid transit of force to the rest of the island. The focus of the match is to secure the middle island, as each side had safety secured the north and south land mass respectively for their side. In the match, I experimented with leveraging helicopters more often than my previous decks, minimizing armor (which I deployed less than a dozen of), and attempting a rapid advance with APC/IFVs screened with air support and almost 2 dozen helicopters, with many black hawks that were used to deploy air cavalry at the start of the match, re-appropriated as screening/ad-hoc reconnaissance for mechanized infantry advancing from the west and south sectors of the middle island.

Strategy was successful, though had to be stopped 2 times to refuel helicopters both in munitions and some tanks in fuel as force penetrated and secured the central townlet in the middle island. Overall, satisfied with the performance of the units, post-Murat they seem to comport closer to my understanding of how these units should perform with respect to each other via what I've read from material on doctrine.

Some concerns on the jittery animation experienced which is new with this patch. Hopefully Eugene will find ways to fix that and/or more properly integrate multi-GPU support to ensure systems with the capacity can minimize jittery-animation as Eugene updates the unit path-finding and other performance/behavior properties.




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