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 codecs are also rendered by GPU (the GPU needs to be NVidia, and it needs to be Windows, as Apple does not currently support it ). It uses a dedicated hardware encoder that is only for this, so it does not reduce the speed of the other processes.
* 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: 32GB is a good reference (but it depends on the number of cameras and render resolution)
- Display resolution: 1920x1200
- Graphic card dedicated video memory: 2GB (or more, important for very high resolution rendering like 8K+).
- OpenGL version: 2.0
- Shader (GPU): shader4 (GL_EXT_gpu_shader4)
- Storage: ideally as fast as needed to playback 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.
Tested OS distributions:
- 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. (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 other system).
- Other Windows and OSX distributions will probably work, although they are not officially supported. What this means is that our engineers do not have access to them, so they do not test each new version on older OS versions, and they can not reproduce support cases on those environments.