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This page is up to date for Godot 4.3. If you still find outdated information, please open an issue.

System requirements

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+ rendering method: Integrated graphics with full Vulkan 1.0 support

    • Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)

  • Mobile rendering method: Integrated graphics with full Vulkan 1.0 support

    • Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)

  • Compatibility rendering method: Integrated graphics with full OpenGL 3.3 support

    • Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)

RAM

  • Native editor: 4 GB

  • Web editor: 8 GB

Storage

200 MB (used for the executable, project files and cache). Exporting projects requires downloading export templates separately (1.3 GB after installation).

Operating system

  • Native editor: Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016

  • Web editor: Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64

Note

Windows 7/8/8.1 are supported on a best-effort basis. These versions are not regularly tested and some features may be missing (such as colored print_rich console output). Support for Windows 7/8/8.1 may be removed in a future Godot 4.x release.

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 rendering method 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

    • Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430

  • iOS: Cannot run the editor

GPU

  • Forward+ rendering method: SoC featuring GPU with full Vulkan 1.0 support

    • Example: Qualcomm Adreno 505, Mali-G71 MP2

  • Mobile rendering method: SoC featuring GPU with full Vulkan 1.0 support

    • Example: Qualcomm Adreno 505, Mali-G71 MP2

  • Compatibility rendering method: SoC featuring GPU with full OpenGL ES 3.0 support

    • Example: Qualcomm Adreno 306, Mali-T628 MP6

RAM

  • Native editor: 3 GB

  • Web editor: 6 GB

Storage

200 MB (used for the executable, project files and cache). Exporting projects requires downloading export templates separately (1.3 GB after installation).

Operating system

  • Native editor: Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile)

  • Web editor: Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15

These are the recommended specifications to get a smooth experience with the Godot editor on a simple 2D or 3D project:

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 rendering method, 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+ rendering method: Integrated graphics with full Vulkan 1.0 support

    • Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)

  • Mobile rendering method: Integrated graphics with full Vulkan 1.0 support

    • Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)

  • Compatibility rendering method: Integrated graphics with full OpenGL 3.3 support

    • Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)

RAM

  • For native exports: 2 GB

  • For web exports: 4 GB

Storage

150 MB (used for the executable, project files and cache)

Operating system

  • For native exports: Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016

  • For web exports: Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64

Note

Windows 7/8/8.1 are supported on a best-effort basis. These versions are not regularly tested and some features may be missing (such as colored print_rich console output). Support for Windows 7/8/8.1 may be removed in a future Godot 4.x release.

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 rendering method 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

    • Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430

  • iOS: SoC with any 64-bit ARM CPU

    • Example: Apple A7 (iPhone 5S)

GPU

  • Forward+ rendering method: SoC featuring GPU with full Vulkan 1.0 support

    • Example: Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)

  • Mobile rendering method: SoC featuring GPU with full Vulkan 1.0 support

    • Example: Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)

  • Compatibility rendering method: SoC featuring GPU with full OpenGL ES 3.0 support

    • Example: Qualcomm Adreno 306, Mali-T628 MP6, Apple A7 (iPhone 5S)

RAM

  • For native exports: 1 GB

  • For web exports: 2 GB

Storage

150 MB (used for the executable, project files and cache)

Operating system

  • For native exports: Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), iOS 12.0

  • For web exports: Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15

These are the recommended specifications to get a smooth experience with a simple 2D or 3D project exported with Godot:

Desktop or laptop PC - Recommended

CPU

  • Windows: x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU

  • Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite

  • macOS: x86_64 or ARM CPU (Apple Silicon)

  • Example: Intel Core i5-8500, Apple M1

  • Linux: x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU

  • Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking

GPU

  • Forward+ rendering method: Dedicated graphics with full Vulkan 1.2 support

    • Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)

  • Mobile rendering method: Dedicated graphics with full Vulkan 1.2 support

    • Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)

  • Compatibility rendering method: Dedicated graphics with full OpenGL 4.6 support

    • Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)

RAM

  • For native exports: 4 GB

  • For web exports: 8 GB

Storage

150 MB (used for the executable, project files and cache)

Operating system

  • For native exports: Windows 10, macOS 10.15, Linux distribution released after 2020

  • For web exports: Latest version of Firefox, Chrome, Edge, Safari, Opera

Mobile device (smartphone/tablet) - Recommended

CPU

  • Android: SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more

    • Example: Qualcomm Snapdragon 845, Samsung Exynos 9810

  • iOS: SoC with 64-bit ARM CPU

    • Example: Apple A14 (iPhone 12)

GPU

  • Forward+ rendering method: SoC featuring GPU with full Vulkan 1.2 support

    • Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)

  • Mobile rendering method: SoC featuring GPU with full Vulkan 1.2 support

    • Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)

  • Compatibility rendering method: SoC featuring GPU with full OpenGL ES 3.2 support

    • Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)

RAM

  • For native exports: 2 GB

  • For web exports: 4 GB

Storage

150 MB (used for the executable, project files and cache)

Operating system

  • For native exports: Android 9.0 or iOS 14.1

  • 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.