How to read a desktop game's requirements table
A requirements table looks like a specification and behaves like a rough guide. This page defines the terms on it, explains what minimum and recommended actually promise, and sets out how to find the equivalent numbers for your own computer without guessing.
Minimum means the game starts and runs at low settings; it is not a promise of a good experience. Recommended usually targets 1080p at around 60 frames per second on medium to high settings. Neither figure accounts for background applications, storage speed, or the difference between a laptop and desktop part with the same name. Operating system support is a separate question from performance, and it is the one to check first.
The terms on the table
- Minimum requirements
- The configuration the developer has tested the game as running on. It implies low settings, a low resolution, and frame rates the developer considers playable rather than pleasant.
- Recommended requirements
- A configuration the developer considers a good experience, usually at 1080p and roughly 60 frames per second. The settings preset assumed is rarely stated, which is why two games' recommended tiers are not comparable.
- CPU
- The processor. In online games it handles physics, artificial intelligence and network state — in construction games specifically, the physics of many-part vehicles is a real CPU load, not a rounding error.
- GPU
- The graphics card, and the part most closely tied to resolution and visual settings. VRAM, the memory on the card, is a separate figure and often the binding constraint at higher resolutions.
- RAM
- System memory. Below the stated figure a game will stutter as data is swapped to storage, which reads as poor performance even when the graphics card is idle.
- Storage
- Space required for the installation. A solid-state drive is now assumed by most requirements tables even where it is not listed, because loading times and texture streaming both depend on it.
- DirectX / Vulkan / OpenGL
- Graphics interfaces the game uses to talk to the card. A game may support more than one, and which is used can change performance on the same hardware.
- Frame rate
- Frames rendered per second, usually quoted as an average. An average conceals the drops that are actually noticeable.
- Frame pacing
- How evenly those frames arrive. Uneven delivery at a high average feels worse than steady delivery at a lower one, which is why the average alone is a weak measure.
- Launcher
- The application that installs, patches and starts the game. It may hold the account credentials and it has its own system requirements, small but not zero.
Operating system support comes first
Performance questions only matter once the game runs on your operating system at all, and that is a binary the requirements table answers plainly. Three cases are common:
- Windows only. The majority of desktop online games. A recent 64-bit version is normally required.
- Windows and Linux. Either a native Linux client or official support through a compatibility layer. The distinction matters for troubleshooting, because a native client and a translated one fail in different ways.
- Windows, Linux and macOS. Less common in this genre than players expect, and worth verifying rather than assuming.
Crossout, which supplies most of the worked examples in this reference, is distributed for Windows and Linux. The vendor does not offer a macOS client, so a Mac cannot run it without an arrangement outside the vendor's support — and anything outside the vendor's support is outside the vendor's help if it breaks. The vendor's own requirements page is the authority on current supported platforms and should be checked before installing anything.
Finding your own specifications
This is a short, manual check you run on your own computer. Nothing on this page inspects your device; SyncroWorks runs no scripts of that kind and could not see your hardware if it wanted to.
On Windows
- Press the Windows key, type System Information, and open it.
- The summary page lists the processor, installed physical memory and the operating system version and build.
- For the graphics card, expand Components, then Display. The adapter name and adapter RAM are listed there.
- For storage, open File Explorer, right-click the drive the game would install to, and choose Properties for free space.
On Linux
- In a terminal,
lscpureports the processor, andfree -hreports memory. lspci | grep -i vgalists the graphics adapter.df -hreports free space per mounted filesystem.- The graphics driver in use matters as much as the card on Linux; the distribution's own documentation is the right source for that.
Translating a table into an expectation
| Tier | Implied resolution | Implied settings | Not accounted for |
|---|---|---|---|
| Minimum | 1280×720 to 1920×1080 | Low preset, effects reduced | Large multiplayer scenes, background applications |
| Recommended | 1920×1080 | Medium to high preset | High refresh displays, streaming or recording |
| Above recommended | 1440p and higher | High to maximum | Nothing is promised at all — this tier is not published |
The settings that move the needle
Once a game is installed, four settings account for most of the difference between a smooth session and an unpleasant one, and they are worth adjusting individually rather than by preset. Resolution has the largest effect on the graphics card and almost none on the processor. Shadow quality is consistently the most expensive single effect for what it adds visually. Anti-aliasing costs more at higher resolutions and matters less there. View distance loads the processor as well as the card, which is why it is the setting most likely to cause stuttering in a crowded match rather than a uniformly lower frame rate.
Locking the frame rate slightly below what the machine can sustain often produces a steadier result than leaving it unlimited, because even delivery is what the eye reads as smoothness. That is the practical consequence of frame pacing, and it is the one adjustment that costs nothing.
What to watch out for
- Laptop parts share names with desktop parts. The same model number can mean substantially different performance and thermal behaviour.
- Integrated graphics borrow system memory. A machine with 8 GB of RAM and integrated graphics has less than 8 GB available to the game.
- Construction games load the CPU unusually. Many vehicles each built from many parts means physics work that scales with player count, so a busy match is not the same test as a quiet one.
- Latency is not performance. A smooth frame rate with a distant server still feels unresponsive. Australian players should expect higher latency to servers in other regions regardless of hardware.
- Download size is not install size. Patching frequently needs extra free space during the process.
- “Optimiser” and “booster” software. Tools promising dramatic performance gains are a common vector for unwanted software; the Australian Cyber Security Centre's advice on downloading software safely is at cyber.gov.au.
Before you install anything
- Confirm the game supports your operating system, from the vendor's own page.
- Compare your processor, memory and graphics card against both tiers, not just the minimum.
- Check free space against the install size plus room for patching.
- Note which launcher is required and whether it needs an account of its own — see accounts and sign-up.
- Download only from the vendor or an established platform. Nothing on this site distributes software.
- Check the regional server options, since queue times and latency in Australia depend on them.
Definitions for the hardware and networking terms used above are in the glossary, and the build-side vocabulary that explains why these games are CPU-heavy is on vehicle-building basics.