PC requirements & performance

Processor instruction requirements (FMA3 vs SSE4.2 compatibility build), Vulkan 1.3 VRAM scaling, and v0.1.7 crowd and battle performance.

  • CPU: SSE4.2 + POPCNT (FMA3 fast)
  • GPU: Vulkan 1.3
  • RAM: 16 GB
  • Disk: ~30 GB free
Macro view of the Valve Steam Deck mainboard PCB and RDNA2 APU assembly
Handheld RDNA2 mainboard and Vulkan 1.3 silicon assembly

Every hardware requirement below comes directly from the Goldoire/fefw-recomp README and release engineering notes:

Operating system
Windows 10 or Windows 11 (64-bit), or Linux x86_64 via fefw-launcher.AppImage + Steam Proton / umu-run / Wine.
CPU (fast FMA3 path)
64-bit processor with FMA3 & AVX: Intel Haswell (4th Gen, 2013) or newer; AMD Piledriver (2012) / any Ryzen CPU.
CPU (compatibility path)
64-bit processor with SSE4.2 & POPCNT: Intel Core i3/i5/i7 (2008+, Sandy Bridge, Ivy Bridge, Xeon E5 v1/v2) or AMD FX (2011+). Set up detects missing FMA3 and builds a compatible binary (#33). Core 2 and Phenom are unsupported.
Graphics API
Vulkan 1.3 GPU with an up-to-date driver (NVIDIA GeForce, AMD Radeon, Intel Arc).
System memory
16 GB RAM (if memory is low during Set up, pause and resume after closing background apps so parallel Zig workers can spawn, #106).
Storage space
About 30 GB of free disk space alongside your decrypted game dump.

FMA3 vs SSE4.2 CPU builds

During Set up, the launcher inspects your processor’s instruction flags before invoking Zig:

  • Haswell (2013) / Piledriver (2012) and newer receive the FMA3-accelerated build for maximum throughput.
  • Sandy Bridge, Ivy Bridge and Xeon E5 v1/v2 (2008–2012) receive a dedicated SSE4.2 + POPCNT build restored in v0.1.7 (#33) that computes identical results without FMA3 (upstream warns against manually passing -mcpu=ivybridge, which miscomputed values).
  • Pre-SSE4.2 CPUs (Core 2 Duo/Quad, AMD Phenom) are not supported; both Set up and fefw.exe display a clear message instead of crashing (#82, #39).

VRAM & Texture Detail

Desktop GPUs do not decode mobile ASTC textures natively, so FEFW Recomp transcodes textures using astc-encoder and bc7enc_rdo. To keep 4 GB, 6 GB and 8 GB graphics cards running smoothly:

GPU VRAM TierTexture Detail SettingMemory Behavior in v0.1.6 – v0.1.7
4 GB – 8 GB VRAM GPUsAutomatic (Half size)Saves ~2 GB of video memory (added in v0.1.6); v0.1.7 also retries allocations automatically if VRAM temporarily fills up (#73, #81, #83).
9 GB+ VRAM GPUsAutomatic (Full size)Keeps full-resolution ASTC->BC7 transcoded textures; allows 4096 or 8192 shadow maps (+1.3 GB VRAM at 8192, #2).

Performance gains in v0.1.7

Scenario / BenchmarkMeasured Upstream Result
Crowded towns & capital (v0.1.7)Shadow maps no longer split frames into hundreds of passes (#79, #70, #83), boosting crowded city scenes from 41–45 fps to 60 fps in upstream testing, while direct uniform buffer pushes cut render-thread work by ~10%.
First visit to Dagsion (v0.1.7)Asynchronous texture preparation reduces first-visit area loading stalls from 14–30 seconds down to under 4 seconds.
Extended battle maps (v0.1.7)Fixes a per-frame runtime list growth bug (#69, #85) so long tactical battles hold a steady frame rate instead of degrading over time.
Ryzen 5 5600X + RX 6800 XT (1620p)Measured in Weile10000/FEFW-60FPS benchmarks: 16.7 ms (60 fps) in light scenes and 28–37 ms in heavy UI scenes with VRR active.

FEFW Recomp uses SDL3 for native gamepad input, dynamic button prompts, face-button layout switching, and wired DualSense / Switch Pro HD Rumble haptics (via RenHDrum in v0.1.7). These controllers pair cleanly on Windows 10/11 and Linux:

ControllerBest For in FEFW RecompHardware AdvantageLink
Sony DualSenseWired HD Rumble haptics (v0.1.7)Supported by F1 > Controls > Haptics (RenHDrum) over USB + crisp D-padView on Amazon
GameSir Cyclone 2Fast tactical grid cursor & basesTMR sticks, Hall/microswitch triggers, 1000 Hz wireless dongleView on Amazon
8BitDo Ultimate 2 WirelessDesktop Windows & SteamOS dockTMR drift-free sticks, 2.4 GHz charging dock, Switch/XInput toggleView on Amazon
Xbox Wireless ControllerPlug-and-play Windows 10/11Native XInput prompts & throttled Bluetooth battle vibration (#26)View on Amazon

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Fortified stone citadel perched along a mountain ridge above Sisteron, France
Highland citadel battlements and tactical terrain vantage
Sixteenth-century engraved world chart by Jodocus Hondius with twin hemispheres and compass roses
Engraved strategic world chart and campaign navigation lines
Thirteenth-century brass planispheric astrolabe engraved with coordinate arcs and pointers
Precision brass astrolabe (1291 CE) — coordinate and clockwork calculation

Common questions

Why does DLSS Frame Generation require Hardware-Accelerated GPU Scheduling?

NVIDIA Streamline’s DLSS-G optical flow pipeline requires an RTX 40 series (or newer) GPU with Windows Hardware-Accelerated GPU Scheduling turned on (#6). If you have an RTX 20/30 card or AMD/Intel GPU, use AMD FSR 3 frame generation instead (#105).

How much extra VRAM do 8192 shadows use?

Setting shadow resolution to 8192 allocates dedicated render-target memory outside the console heap (#2) and consumes roughly 1.3 GB of additional VRAM.

Why is CPU usage high when entering new towns?

First-time visits transcode ASTC textures and compile Vulkan pipelines in the background. Once cached, subsequent visits load immediately.