Minimum Configuration Required for MistikaVR:
- Number of processors: 1
- Number of cores: 2
- RAM: 8 GB
- Display resolution: 1920x1080
- Graphics card model: NVIDIA is recommended and it is the certified manufacturer for Mistika VR. However, according to client reports AMD and Intel Iris are also working without problems.
As a minimum requirement, it should work with any graphics chipsets if they have this capabilities:
OpenGL version: 2.0
Shader (GPU): shader4 (GL_EXT_gpu_shader4)
Recommended Configuration for MistikaVR:
These are some recommendations for selecting the optimal hardware:
- Most of the processing in Mistika VR is made by GPU: Geometry adjustments, Color adjustments, Optical Flow (which is typically the bottleneck), etc. So this is the most important component. A modern NVdia board with high specs is recommended.
- The only processes that are let to CPUs is the decoding of camera codecs and encoding of the render codec. With these exceptions:
* NVidia h264/h265 codecs are rendered by GPU (the GPU needs to be NVidia, and the computer needs to be Windows, as Apple does not currently support it ). The NVidia encoder uses a dedicated hardwarefor this that is not used for any other task. This means that using it will not reduce the speed of the other processes. If you want to take advantage of this capability we would recommend a NVidia model from the Pascal generation or later, as only that ones can do the hardware encoding at 8K resolution. (for more details https://developer.nvidia.com/nvidia-video-codec-sdk )
* Uncompressed formats do not need significant GPU and neither CPU, they only need good disk speed.
So it depends. Workflows with many camera rushes based on compressed codecs and heavy CPU encoding like Prores can take advantage of having many CPU cores at high clock speeds. Meanwhile, rendering to NVidia h264/h265 codecs or uncompressed codecs will not take advantage of high end CPUs.
- Mistika VR only uses one GPU, the one where it is launched. We do not expect extra speed by having two GPUs.
Another recommendation could be this: In general, the highest end models of CPUs and GPUs only provide a bit more speed than models that are a bit inferior, but they can cost much more. In the highest end a typical figure is to pay up to 100% more for just 25% additional speed, compared with cost efficient hardware in the sweet spot.
For this reason, in general it may be better to use two computers with good specs but not super top, rather than one only workstation with top specs. And then use distributed render tools like Smedge for render managing.
- RAM: 8GB is the minimum recommended for simple cases (few source cameras and rendering to 4K). 32GB is a good reference for most other formats, but it depends on the number of cameras and render resolution. As an example of a very complex case, a camera rig with 24 cameras with 8K stereo3D output format requires a system with 64GB RAM.
- Display resolution: 1920x1200
- Graphic card dedicated video memory: 2GB minimum, 8GB or more recommended when there are many cameras and when rendering to high resolutions like 8K+ ).
- OpenGL version: 2.0
- Shader (GPU): shader4 (GL_EXT_gpu_shader4)
- Storage: ideally as fast as needed to read all the camera shots simultaneously. Also important when rendering to uncompressed formats. Please note that rendering involves both reading and writing at the same time, so if the storage is not fast it can help to put the original files in one drive and rendering to a different one.
Supported OS distributions (Last update: MistikaVR 8.8.7):
Mac: macOS Sierra or High Sierra. (Operating system versions before macOS Sierra are known to crash the application)
Windows: Windows 10
- At the date of this document, the NVidia hardware encoding (which is typically five times faster for encoding H264 and H265/HEVC ) is not supported by Apple, it is only available on Windows. (Please note that this can change over the time)
- Currently MistikaVR is not officially supported on "Virtual Machines". However, in principle they should work well as long as the license server is in a physical machine. (All MistikaVR licenses are floating licenses, so a virtual machine can be configured to get the license from a physical system).