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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Nicholas Kong

How do game developers know the system requirement to their games?

3 posts in this topic

What kind of tool do they use to make this decision? Are the system requirements just an estimation? Suppose the end user has slighting below the system requirements, would that be enough to run the game?


Do they use a benchmark tool (not sure if these actually existed online or need to be custom made)? 




An example system requirements for a game made using XNA:


  • OS: Windows (XP/Vista/7), MacOS X, or Linux
  • Processor: 2ghz+
  • Memory: 512 MB
  • Graphics: Pixel Shader Model 2.0+ 

I only made games in Java so I know it will run on any platforms. But I would not know how good the processor needs to be and how much RAM the end user will need for running games made in Java. I would not even know how good the graphics card needs to be that is required for the game. 


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(where xx + yy + zz < 16.6ms for a 60Hz game, or < 33.3ms for a 30Hz game).
Again, most game engines will have built-in tools to help you measure the number of milliseconds per system per frame.
To discover the minimum requirements, the only real option is empirical testing. Get a bunch of test machines and make observations. If you observe it running at your minimum acceptable framerate in the worst-case part of the game, then that hardware is ok. Repeat until you find hardware that isn't ok...

Everything above is quite true, just note that the common 60Hz and 30Hz come from game console backgrounds and TV screen refresh rates.

Although single-DVI interface cables run at 60Hz on the highest resolutions, 1280x1024@85Hz is a very common spec in competitive gaming.

There are quite a few twitch gameplay styles, especially FPS horror games and competitive arenas, where players expect that a high-end computer can hit 120Hz or even faster. There are many tournaments where people spend fortunes on the newest graphics cards with dual-link DVI monitors just so they can edge out their opponent on twitch response.

In this type of situation a budget of just 8ms or 5ms can seem generously high.

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