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By the time of launch, five year old hardware should be viable.[2]

  • Minimum specification of a 2014-2015 rig with a mid to high range graphics card from that era.[2]

The target is a five-year-old system when we launch should be able to run the game... You're looking at kind of like mid to high range graphic card from that era and you should be good to go.[2]Jeffrey Bard

I think our min spec right now is targeting 960. Basically, the goal is to have computer when we launch five years back be viable. So we're not targeting super high-end systems. Unreal gives us a lot of capability to tune down fidelity as we need it, so we've got a lot of options in there. Right now it plays extremely well even on lower end systems. And we haven't even done any optimization.[3]Jeffrey Bard

The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[2]

  • Highly scalable options to adjust rendering and particle effects will be offered.[4]
  • Motion blur will be togglable on and off.[5]
  • Settings to cull out characters in large battle scenarios are being worked on.[2]

Ashes of Creation Apocalypse system requirements

Ashes of Creation Apocalypse minimum system specification.[6][7]

  • Operating system: Windows 7 SP1, 64-bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Memory: 6 GB
  • Graphics: GeForce GTX 460 or Radeon 6870 HD with 1GB and DirectX 12
  • Broadband internet connection
  • 11 GB available space

Recommended specification.[6][7]

  • Operating system: Windows 10, 64-bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Memory: 32 GB
  • Graphics: GeForce GTX 970 or Radeon R9 Fury with 4GB and DirectX 12
  • Broadband internet connection
  • 16 GB available space

Ship physics

Ship physics may be simulated to avoid performance issues.[8]

Unreal Engine 4


Unreal Engine 4 is the graphical engine for Ashes of Creation.[9]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[12]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[13]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[13]Steven Sharif

See also