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=== Assistant: Got it — now we’re flipping the problem. === Got it — now we’re flipping the problem. Instead of “given hardware, what can my game do,” you want “given a game design, what hardware specs are required to run it at target performance.” This is exactly what studios do for “minimum” and “recommended” specs. Here’s a step-by-step method. ==== 1. Define your design targets ==== Before estimating hardware, you must know: * Frame rate → e.g., 60 FPS → 16.67 ms/frame * Resolution → e.g., 1080p * Maximum simultaneous entities → NPCs, physics objects, particles * Maximum texture & geometry fidelity → polygons, texture resolution * Maximum post-processing effects → shadows, lighting, screen-space effects : These numbers are the design inputs for the calculation. ==== 2. Estimate CPU cost per mechanic ==== For each system, estimate time per unit per frame. | Mechanic | CPU per unit (ms) | Units | Total CPU (ms/frame) | | ----------------- | ----------------- | ----- | -------------------- | | NPC AI | 0.025 | 100 | 2.5 | | Physics body | 0.002 | 500 | 1.0 | | Animation eval | 0.010 | 150 | 1.5 | | Game logic | – | – | 1.0 | | Scripting / audio | – | – | 0.5 | Sum → CPU time per frame Example: 6.5 ms → required CPU must have at least this much per core (or multi-threaded equivalent). ==== 3. Estimate GPU cost per mechanic ==== Same approach, but in GPU milliseconds or complexity units: | Mechanic | GPU cost per unit | Units | Total GPU cost | | ---------------------------- | ----------------- | ----- | -------------- | | Character geometry & shading | 0.05 ms | 50 | 2.5 ms | | Environment props | 0.005 ms | 500 | 2.5 ms | | Particles | 0.01 ms | 200 | 2.0 ms | | Post-processing | – | – | 2.0 ms | | Shadows | – | – | 1.0 ms | Sum → GPU frame time Example: 10 ms → GPU must be able to execute that workload in ≤ 10 ms at the target resolution. ==== 4. Convert CPU/GPU time to hardware class ==== Once you have total CPU & GPU time per frame: # CPU: ``<code> Required CPU performance = total CPU workload / frame time per core </code>`` - Adjust for multithreading and per-core efficiency. - Use benchmark numbers of real CPUs: - e.g., if your design uses 6.5 ms CPU per frame on one “simulation” core, a CPU like i7-3770K (~3.5 GHz) can handle it. If >10 ms, need a stronger CPU. # GPU: - Convert total GPU ms → GPU throughput needed: - Vertex throughput (Mvertices/s) - Pixel throughput (MPixels/s) - Shader performance (GFlops) - Compare to benchmarked GPUs. - Example: total shading cost = 10 ms at 1080p → 6600 XT class can handle it. 4K would need stronger GPU. ==== 5. Estimate memory requirements ==== ===== RAM ===== # Sum all gameplay, physics, AI, audio, streaming buffers. # Add OS overhead (3–4 GB for modern Windows). # Add safety margin (~10–15%). Example: design requires 8 GB + 4 GB OS + 10% → 13.2 GB → recommend 16 GB RAM minimum. ===== VRAM ===== # Sum all textures, geometry buffers, render targets, shadows, post effects. # Add headroom (0.5–1 GB). # Example: 6 GB total → recommend 8 GB GPU. ==== 6. Factor in bandwidth ==== * CPU: RAM bandwidth may limit AI/physics-heavy systems. * GPU: Memory bandwidth may limit high-resolution textures or full-screen effects. * Include headroom (~10–20%) in both cases. ==== 7. Define minimum / recommended / high-end specs ==== * Minimum → can just hit your frame target at lowest settings. * Recommended → comfortable frame rate, medium-high settings. * High-end → maxed-out settings, higher resolution / FPS. | Tier | CPU | RAM | GPU | Notes | | ----------- | ------------------- | -------- | ----------------------- | ------------------ | | Minimum | ~i5/i7 3rd gen | 16 GB | 6600 XT / GTX 1060 | 1080p 60 FPS | | Recommended | 6–8 cores, 3.5 GHz+ | 16–32 GB | RTX 3060 / 6600 XT high | 1080p Ultra 60 FPS | | High-end | 8+ cores | 32 GB | RTX 4070+ / 6800 XT | 1440p 60–120 FPS | ===== ✅ Key principle ===== * Start with frame budget and mechanics cost. * Sum per-unit costs to get total CPU/GPU time and memory. * Compare to benchmarked hardware → pick hardware tier. * Iterate: tweak mechanic complexity or entity counts until budget fits desired tier. If you want, I can make a worked example calculation for one specific system, like your 3770K + 6600 XT, showing exactly how to calculate minimum CPU cores, GPU power, RAM, and VRAM from a hypothetical open-world game design. That turns theory into a step-by-step “on-paper hardware calculator.”
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