System Requirements
Vite has two distinct sets of requirements: what it takes to run content built on the engine, and what it takes to build the engine itself. They are very different, and the second one is much heavier.
Running Vite content
Vite is explicitly designed to scale across a wide hardware range, which is the point of choosing DDGI over Lumen in the first place.
Minimum | Recommended | |
|---|---|---|
OS | Windows 10 x64 | Windows 11 x64 |
GPU (no ray tracing) | Any DirectX 11 capable GPU | — |
GPU (Dynamic DDGI) | GTX 1060 6 GB or any RDNA2 | RTX 2060 / RX 6600 or better |
GPU (full RT suite) | RTX 2060 / RX 6600 | RTX 3070 / RX 6700 XT or better |
VRAM | 6 GB | 8 GB or more |
Dynamic DDGI works from GTX 1060 6 GB class GPUs upward. Below that, or on any GPU with no ray tracing support, use Static DDGI, which bakes irradiance into probe volumes and has no runtime ray tracing cost.
Test Hardware
These are the configurations Vite is actively benchmarked and tuned against. The following Test Hardware is owned by main Devs of this fork.
Vendor | Hardware | Why it matters |
|---|---|---|
AMD | RX 6700 (RDNA2) | Closest desktop match to PlayStation 5 |
AMD | Steam Deck LCD Van Gogh (RDNA2) | Handheld Class |
AMD | RX 9600XT (RDNA4) | Mid Tier GPU |
NVIDIA | RTX 2060 (Turing) | Lower Bound for HW RT & DLSS |
NVIDIA | RTX 3060 (Ampere) | Matches Steam most common GPU |
NVIDIA | RTX 4080 Super (Ada Lovelace) | Upper-bound reference for 4K native captures |
Testing is most useful on a 4K native monitor or TV(from 6700/RTX 4060), because Vite's whole argument is about holding native resolution rather than upscaling from a lower internal one.
If you want to showcase results in your hardware (as in from the Demos), the #showcase channel on Discord is where testing is coordinated.
Building the engine from source
Building is CPU-, RAM- and disk-bound. Treat these as practical guidance rather than hard cutoffs.
Practical minimum | Comfortable | |
|---|---|---|
CPU | 6 cores / 12 threads | 16 cores / 32 threads or more |
RAM | 24 GB | 32 GB |
Storage | SATA SSD with 50gb of Space | NVMe SSD 157GB of space (Full Size) |
OS | Windows 10 x64 | Windows 11 x64 |
An Unreal Engine 4.27 source tree with dependencies, intermediates and a built editor is very large — budget well over a hundred gigabytes, and more again if you produce an installed build alongside it, since that writes a second copy into LocalBuilds\Engine\Windows\. A mechanical hard drive will work but makes every step painful; use an SSD.
Compile time scales almost linearly with core count. A full build on a Ryzen 9 9950X3D takes roughly 14 minutes. You can reclaim a meaningful amount of both time and disk space by excluding platforms you do not target and stripping optional content — see Debloat Guide and the setup presets described in Building from Source.
You also need a specific compiler and SDK. This is not optional and is covered separately in Toolchain Requirements.