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This page contains system requirements for the editor and exported projects.
These specifications are given for informative purposes only, but they can be
referred to if you're looking to build or upgrade a system to use Godot on.
Godot editor
These are the minimum specifications required to run the Godot editor and work
on a simple 2D or 3D project:
Desktop or laptop PC - Minimum
CPU
Windows: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv8 CPU
Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite
macOS: x86_64 or ARM CPU (Apple Silicon)
Example: Intel Core 2 Duo SU9400, Apple M1
Linux: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU
Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4
GPU
Forward+ renderer: Integrated graphics with full Vulkan 1.0 support
Vulkan drivers for these Windows versions are known to have issues with
memory leaks. As a result, it's recommended to stick to the Compatibility
renderer when running Godot on a Windows version older than 10.
Mobile device (smartphone/tablet) - Minimum
CPU
Android: SoC with any 32-bit or 64-bit ARM or x86 CPU
Forward+ renderer: SoC featuring GPU with full Vulkan 1.2 support
Example: Qualcomm Adreno 630, Mali-G72 MP18
Mobile renderer: SoC featuring GPU with full Vulkan 1.2 support
Example: Qualcomm Adreno 630, Mali-G72 MP18
Compatibility renderer: SoC featuring GPU with full OpenGL ES 3.2 support
Example: Qualcomm Adreno 630, Mali-G72 MP18
RAM
Native editor: 6 GB
Web editor: 8 GB
Storage
1.5 GB (used for the executable, project files, all export templates and cache)
Operating system
Native editor: Android 9.0
Web editor: Latest version of Firefox, Chrome, Edge, Safari, Opera,
Samsung Internet
Exported Godot project
Warning
The requirements below are a baseline for a simple 2D or 3D project,
with basic scripting and few visual flourishes. CPU, GPU, RAM and
storage requirements will heavily vary depending on your project's scope,
its renderer, viewport resolution and graphics settings chosen.
Other programs running on the system while the project is running
will also compete for resources, including RAM and video RAM.
It is strongly recommended to do your own testing on low-end hardware to
make sure your project runs at the desired speed. To provide scalability for
low-end hardware, you will also need to introduce a
graphics options menu
to your project.
These are the minimum specifications required to run a simple 2D or 3D
project exported with Godot:
Desktop or laptop PC - Minimum
CPU
Windows: x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU
Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite
macOS: x86_64 or ARM CPU (Apple Silicon)
Example: Intel Core 2 Duo SU9400, Apple M1
Linux: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU
Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4
GPU
Forward+ renderer: Integrated graphics with full Vulkan 1.0 support,
Metal 3 support (macOS) or Direct3D 12 (12_0 feature level) support (Windows)
150 MB (used for the executable, project files and cache)
Operating system
For native exports: Windows 7 (Compatibility and Forward+/Mobile, Vulkan),
Windows 10 (Forward+/Mobile, Direct3D 12), macOS 10.13 (Compatibility), macOS 10.15
(Forward+/Mobile, Vulkan), macOS 13.0 (Forward+/Mobile, Metal), Linux distribution
released after 2016
For web exports: Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64
Vulkan drivers for these Windows versions are known to have issues with
memory leaks. As a result, it's recommended to stick to the Compatibility
renderer when running Godot on a Windows version older than 10.
Mobile device (smartphone/tablet) - Minimum
CPU
Android: SoC with any 32-bit or 64-bit ARM or x86 CPU
For web exports: Latest version of Firefox, Chrome, Edge, Safari, Opera,
Samsung Internet
Note
Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL
3.3/OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions
generally have fewer driver issues.