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System Requirements
Audience: Players, Producers, Engineers planning deployment targets
Thread Context: N/A (informational)
Platform/Backend Scope: Implementation/build-path inventory for Windows, Linux, macOS, and the RHI backends; release support is limited below.
Release boundary: This page records build requirements and source implementation paths; it is not a support matrix. The only declared profile is
stable-v1; its host/backend boundary is Windows 11 x64, MSVC v143, D3D11, and Windows NullRHI, with the full required product set enumerated in readiness. It is blocked and uncertified. Windows 10, Linux, macOS, other compiler lines, and other graphics backends are development or experimental paths outside it.
SparkEngine contains build and runtime paths for Windows, Linux, and macOS, with
per-platform differences in backend and feature wiring. This page distinguishes
source-enforced configuration limits from unverified planning estimates. Only
values with a source reference are treated as current implementation facts;
none of the hardware guidance is stable-v1 certification.
| Aspect | Minimum | Recommended |
|---|---|---|
| Release candidate OS | Windows 11 x64 (stable-v1 target; blocked/uncertified) |
Windows 11 x64 |
| Development floor | Windows 10 x64 (outside the release profile) | Windows 10/11 SDK development path |
| CPU Architecture | x86-64 | x86-64 with AVX2 |
| CPU Baseline | x64 baseline | AVX2 only when SPARK_NATIVE_ARCH=ON (default OFF; distributed builds are not forced to AVX2) |
| GPU (Primary) | D3D11 Feature Level 10.0 | D3D11 FL 11.1 |
| GPU (Optional) | D3D12 FL 12.0 (Win10+) | D3D12 FL 12.0 with DXR Tier 1.1 |
| Compiler | MSVC 19.36+ (VS 2022 17.6+, v143 toolset) | MSVC v143 / v145 |
| Audio | XAudio2 (Win32 runtime) | XAudio2 |
| CMake | 3.25+ | 3.25+ |
| C++ Standard | C++23 | C++23 |
Primary development and CI target. D3D11 is the primary implementation path,
not a shipping-certified backend; D3D12 + DXR are experimental. MinGW + Wine is
a development cross-compile path outside stable-v1 (see
Cross-Compilation — Wine Testing).
| Aspect | Minimum | Recommended |
|---|---|---|
| OS Version | Any distro with glibc 2.35+ | Ubuntu 24.04 LTS (CI standard) |
| CPU Architecture | x86-64 only (no ARM64 Linux support today) | x86-64 with SSE4.2 |
| Graphics implementation paths | Vulkan 1.3; the OpenGL RHI bootstrap requests 4.5, while SDL runtime/editor hosts request 3.3 | Vulkan 1.3 development path |
| Software graphics route | Mesa llvmpipe only when explicitly selected and configured; it is not a GPU requirement or automatic fallback | Native GPU for development |
| Compiler | GCC 13+ or Clang 17+ | GCC 14 |
| Audio | OpenAL Soft | OpenAL Soft |
| Windowing | SDL2 + X11 | SDL2 + X11/Wayland |
| CMake | 3.25+ | 3.25+ |
| C++ Standard | C++23 | C++23 |
SPARK_HEADLESS_SUPPORT adds a compile definition used by host code; the runtime
-headless path currently initializes no graphics/RHI device. NullRHIDevice is a separate factory path;
wiring it into packaged headless hosts remains HEAD-220 work. Linux headless
execution is outside stable-v1 and uncertified. Vulkan falls back to 1.3 from
1.4 automatically at runtime.
| Aspect | Minimum | Recommended |
|---|---|---|
| OS Version | macOS 11 Big Sur (CMAKE_OSX_DEPLOYMENT_TARGET=11.0) |
macOS 12+ Monterey |
| CPU Architecture | x86-64 or ARM64 | Apple Silicon (M1+) |
| CPU Baseline | ARM NEON or x64 SSE4.2 | Apple Silicon M-series |
| GPU path | Runtime device capability checks; no certified Metal release profile | Runtime device capability checks; no certified Metal release profile |
| Alternate path | OpenGL implementation path (deprecated by Apple) | Metal implementation path |
| Vulkan compatibility layer (optional) | MoltenVK translates Vulkan calls to Metal; it is not a GPU | MoltenVK development path |
| Hardware Ray Tracing | Not assumed from CPU or OS version | Runtime device must report supportsRaytracing; no Metal release certification |
| Compiler | Apple Clang (Xcode 15+) | Apple Clang (Xcode 16) |
| Audio | OpenAL Soft (Homebrew) | OpenAL Soft |
| Windowing | SDL2 | SDL2 |
| CMake | 3.25+ | 3.25+ |
Hardware RT is gated with [device supportsRaytracing] and
@available(macOS 12.0, *) in MetalRayTracing.mm — older targets fall
back to the SDFGI software path automatically.
These are two different things that often get conflated:
- Apple Silicon is the CPU/SoC architecture — the M-series chips (M1/M2/M3/M4) introduced in 2020. ARM64-based with unified memory shared between CPU, GPU, and Neural Engine. Replaced Intel x86 Macs.
- Metal is Apple's graphics API — the analogue of DirectX or Vulkan. Shipped in 2014 (iOS 8, OS X 10.11), long before Apple Silicon. Runs on both Intel Macs and Apple Silicon Macs.
You can run Metal on an Intel Mac. You can run non-Metal code on Apple
Silicon (via OpenGL, for example). They're orthogonal. SparkEngine's source
contains x64 and ARM64 Mac paths; both are experimental and outside
stable-v1. Apple Silicon is the preferred development path because the Metal
driver and GPU are co-designed.
These numbers describe what the engine itself consumes, independent of game content. Assets, entities, and game logic pile on top.
-
Worker threads:
std::hardware_concurrency() - 1(Utils/JobSystem.h:75). So a 4-core box gets 3 workers, an 8-core box gets 7. -
Physics threads: Jolt uses the same formula, dynamically sized pool
(
Physics/PhysicsSystem.cpp:385). - No hard cap on frame work — scales with content.
Core-count guidance below is an unverified planning estimate. PERF-100 remains
open; no same-commit benchmark artifact establishes a release minimum.
Default fixed budgets (all configurable in EngineSettings::Memory):
| Pool | Default | Source |
|---|---|---|
| Physics temp allocator (Jolt) | 16 MB | Physics/PhysicsSystem.cpp:381 |
| Texture streaming | 512 MB | Graphics/TextureSystem.h:379 |
| Mesh streaming | 256 MB | Core/EngineSettings.h |
| Audio streaming | 128 MB | Core/EngineSettings.h |
| Shader cache | 64 MB | Core/EngineSettings.h |
| Constant-buffer ring (per frame) | 2 MB | Graphics/ConstantBufferRing.h:15 |
| Transient vertex / index (per frame) | 4 / 2 MB | Graphics/RHI/TransientBufferAllocator.h:67 |
Content-side caps:
| Category | Cap |
|---|---|
| SDF primitives (software RT) | 2,048 (SDFSceneManager.h:42) |
| Particles (default) | 10,000 |
| Decals (default) | 256 |
| Loaded streaming areas | 4 |
| ECS entities | No hard cap — EnTT sparse set |
No current same-commit evidence artifact establishes process RSS or game-memory
baselines. The older estimates were removed pending PERF-100 measurement and
provenance.
Default render targets scale with resolution:
| Target | Default |
|---|---|
| Shadow maps | 2048×2048 (GraphicsEngineTypes.h:139) |
| Volumetric fog froxels | 160×90 at 1080p |
| Light-cluster tiles | 16×16 pixels per tile |
Ray-tracing quality-tier settings (HybridRTTypes.h:100):
| Tier | Resolution scale | Maximum trace steps |
|---|---|---|
| Low | 0.25× | 32 |
| Medium | 0.5× | 64 |
| High | 1.0× | 96 |
| Ultra | 1.0× | 128 |
No current same-commit evidence artifact establishes total VRAM envelopes.
Content, driver, backend, and resolution make those values workload-specific;
PERF-100 must provide measured budgets before release guidance is claimed.
The 512 MB texture value is a soft eviction target: TextureEviction selects
over-budget textures for eviction and then runs collection. It is not a certified
total-VRAM envelope.
SparkEditor runs the full engine plus ImGui, an inventory of 65 *Panel.h
classes, the asset database, and collaborative-edit sessions. Registration and
default visibility are separate from that source-file count. No current evidence
artifact establishes a certified editor RAM/VRAM overhead.
These figures are uncited planning placeholders, not measured requirements or
certified stable-v1 guidance. Validate them against the actual game and hardware.
For planning hypothetical game targets before release certification:
| Target | CPU | RAM | GPU | VRAM |
|---|---|---|---|---|
| Minimum | 2-core x64 (2015+) | 4 GB | GT 1030 / iGPU | 2 GB |
| Recommended | 4-core x64 (2018+) | 8 GB | GTX 1660 / RX 580 / Apple M1 | 4 GB |
| High-End (RT on) | 6-core x64 | 16 GB | Example discrete RT-class GPU; runtime capability checks still apply | 8 GB |
| Ultra (4K + RT) | 8-core x64 | 32 GB | RTX 4070 / RX 7800 / Apple M3 Max | 12 GB+ |
For CI / build machines:
| Role | Spec |
|---|---|
| Linux CI runner |
ubuntu-24.04 (GitHub-hosted) |
| Windows CI runner | GitHub-hosted windows-2022 with VS 2022; not Windows 11 host certification |
| macOS CI runner | GitHub-hosted macos-latest; architecture is not pinned by this repository label |
CI lanes use configured compiler caches for incremental build speed. Historical
wall-clock figures are planning data, not stable-v1 release evidence.
These CMake options differ in maturity. The table calls out the currently inert graphics toggle rather than presenting it as a working build reduction:
| Option | Default | Effect when OFF |
|---|---|---|
ENABLE_GRAPHICS |
ON | Currently inert: no target/source condition consumes it, so OFF does not strip the RHI (HEAD-220) |
ENABLE_NETWORKING |
ON | Omits ENABLE_NETWORKING and networking libraries from SparkEngineLib; standalone service targets are controlled separately by ENABLE_SERVER_PROCESSES
|
ENABLE_VULKAN |
ON | Disables Vulkan discovery and omits SPARK_VULKAN_SUPPORT; root CMake does not separately filter Vulkan source files |
ENABLE_METAL |
auto-ON on APPLE | Smaller binary on macOS if only OpenGL is wanted |
ENABLE_DXR |
ON | Skips DXR shader compilation and, with hybrid RT enabled, omits SPARK_HARDWARE_RT
|
ENABLE_HYBRID_RT |
ON | Omits SPARK_HYBRID_RT and its hardware-RT definition setup |
ENABLE_RECAST |
ON | Drops the Recast/Detour navigation integration where the option is consumed |
SPARK_DOUBLE_PRECISION_PHYSICS |
OFF | Lower precision, less memory for huge worlds |
BUILD_TESTS |
ON | Removes SparkTests from the build entirely |
BUILD_GAME_MODULES |
ON | Omits in-tree game-module targets; editor, tools, and other enabled products remain |
See CLAUDE.md Build section for the full list.
-
"Engine won't start on macOS" — macOS/Metal is experimental and outside
stable-v1. Check the selected backend and device-capability logs; do not infer ray-tracing support from CPU architecture alone. -
"Low-spec Linux box crashes at startup" — Try
-DSPARK_HEADLESS_SUPPORT=ONat configure time and launch with-headless.SPARK_HEADLESS_SUPPORTadds its compile definition; host code implements the entry-point behavior and-headlessselects the runtime path. Mesa llvmpipe is a separate explicitly configured OpenGL development route. -
"Windows build refuses to run on Win7/8" — those hosts are below the
documented Windows 10 development floor and outside
stable-v1; no compatibility claim or diagnosis is made for them. -
"Out-of-memory under heavy RT" — Drop
HybridRTManager::SetQuality(RayTracingQuality::Low)or reduce the streaming budgets inEngineSettings::Memory.
- Platform Input — per-platform input backends
- Cross-Compilation — Wine Testing — MinGW + Wine path
- Mobile Platform — mobile port notes
- VR Support — VR-specific hardware
- RHI Abstraction Layer — backend internals
- Codebase Statistics — size metrics
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