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System Requirements
| Component | Requirement |
|---|---|
| CPU | 4 Cores, AVX and FMA3 Support |
| GPU | Vulkan 1.0 Support |
| RAM | 4GB |
Technical information about your CPU can be researched from it's model name. Depending on your platform there may be a number of ways to find the model name. On Windows it is shown in the "Performance" tab of your task manager which can be accessed by ctrl+alt+del, right clicking the Windows icon in your task bar or by searching for it in the search bar in the Windows menu.

Alternatively you can use the settings menu and navigate to "System" and then "About":

Then simply either use your favorite search engine and type the name of your model followed by "specs" or use one of the many websites which catalog information about processors. Here is an example of one such website's listing for the Ryzen 5600X shown in the screenshots above:
A number of applications provide information about your CPU without the need to look it up from a model name. On linux this can be done with a simple command by typing cat /proc/cpuinfo. On Windows the best way to do it is with CPUZ. Navigate to this website: https://www.cpuid.com/softwares/cpu-z.html and select "Setup English" and then "Download". Then open CPUZ and go to the CPU tab:

Most CPUs these days support AVX with the exception of low-powered Intels. The project does not currently rely on the AVX2 instruction set but it may do so in the future so it's good to have. Officially we require AVX as it extends SSE4 with useful instructions for vector math. It's possible to emulate some of these instructions on older processors but we've decided to focus on other things.
CPUs with AVX support on Wikipedia
CPUs with AVX2 support on Wikipedia
Not currently supported. AARCH64 and Neon are expected to be requirements when/if it is supported.
Not currently supported.
Note: Unfortunately Apple keeps a very closed ecosystem which makes it hard for non-Apple developers to write code for their platforms. Currently the only way to do so is to own a machine running MacOS. Additionally, Apple is pretty committed to promoting their in-house rendering API and doesn't officially support OpenGL or Vulkan. Writing a renderer for this API in addition to purchasing Apple hardware is a lot of overhead for little benefit. It is possible to use a wrapper like MoltenVK which implements Vulkan on top of Apple's API but that only partially solves the problem.
Not currently supported but may compile and run.
Any decently modern distro should work. We do not officially support any packages currently and any distro that holds packages for a significant amount of time for stability is not expected to work (ex Debian).
10 or 11
We do not support 7, 8, or 8.1 but the project may compile and run on those versions. We don't accept bug reports or pull requests for versions of Windows earlier than 10.