Additionally, we would like to draw your attention to the level of detail of the AI-controlled vehicles in the new project. As you can see from the screenshots, their visual quality is quite comparable to that of the player-controlled tanks in the Tank Crew: Clash at Prokhorovka project. This is impressive considering the AI-controlled tanks in "Korea" have 2.5 times fewer polys and a 4x lower texture budget, enabling their use on a massive scale. Maintaining quality with such reductions in polygons and pixels was only possible through new graphics technologies and new, state-of-the-art approaches to creating object models. Interestingly, despite the significant increase in the visual quality of AI-controlled ground vehicles, production times have not increased substantially and are comparable to those in Battle of Stalingrad—again, a result of new technologies and approaches. What would previously have required an overwhelming amount of time and resources, or been completely unfeasible, is now possible. This is a consequence of technological progress and evolution, and it is the path that our team has been striving to follow since the beginning of the Korea: Il-2 Series project.
In the future, we will reveal more of our methods.
In other news, we have registered the official IL2 Series subreddit — you’re welcome to join us at
r/IL2Series, where we will be posting our news and updates.
Stay tuned and stay in touch!