# System requirements

Intangible runs in the browser. Most modern Mac and Windows laptops handle it; older or memory-constrained machines will work but with limitations on scene complexity.

## Browser

| Browser                                              | Status                                                                                                                                              |
| ---------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Chrome**                                           | Officially supported. Default recommendation.                                                                                                       |
| **Safari**                                           | Officially supported.                                                                                                                               |
| **Other browsers (Edge, Firefox, Brave, Arc, etc.)** | Run standard compatibility checks, but aren't part of the active QA matrix. Most will work in practice; regressions there may take longer to catch. |

Use Chrome or Safari for client-facing work.

## Operating system

* **macOS** – fully supported. Most internal QA is on macOS.
* **Windows** – fully supported.
* **Linux** – Chrome on Linux works in practice. Not in the official test matrix.
* **iPad** – Intangible Studio runs on iPad, though not every function is verified for touch. Expect rough edges on viewport gestures and any flow that depends on precise pointer input. Use a desktop or laptop browser for production work.

## Hardware

### Recommended

* **GPU**: dedicated graphics with at least 4 GB VRAM (minimum) for fluid viewport navigation on complex scenes. Apple Silicon (M1/M2/M3) handles most projects on integrated graphics; high-end Windows laptops with NVIDIA dedicated graphics also do well.
* **RAM**: 16 GB or more. The browser plus the Intangible workspace plus a typical scene uses 4-8 GB; headroom matters.
* **Display**: 1920×1080 or higher. Some panels are tight at 1366×768 laptop resolutions.

### Minimum

* **GPU**: integrated graphics on a recent (2020+) machine. Older integrated GPUs will run the viewport at low frame rate.
* **RAM**: 8 GB. Doable but you'll feel it on larger scenes.
* **Display**: 1366×768. Some panels overlap; consider zooming the browser out.

## Network

* **Bandwidth**: 10 Mbps download for routine work; 50+ Mbps when downloading 2K renders or large GLB exports.
* **Latency**: under 200 ms to the nearest CDN edge. The visualizer offloads generation to remote model providers; high-latency connections feel slow even on capable hardware.
* **Stability**: connections that drop frequently cause render jobs to fail mid-flight. Stable WiFi or wired is what you want for production work.

## Asset size limits

A few practical caps on imported content:

| Asset                       | Soft limit                                                                                                                  |
| --------------------------- | --------------------------------------------------------------------------------------------------------------------------- |
| Imported FBX or OBJ         | \~500 MB / a few million triangles. Beyond this, [Smart Import](/build/import-your-own-models.md) optimizes but slows down. |
| Imported GLB                | \~250 MB. Smaller because GLB carries embedded textures.                                                                    |
| Reference image             | Under a few megapixels. Larger images are downsampled internally.                                                           |
| LoRA file                   | Under a few hundred MB. Larger LoRAs slow project sync.                                                                     |
| Project size (total assets) | Soft limit at multi-thousand objects. Past that, [populators](/overview/concepts/populators.md) become the right pattern.   |

These are soft limits, not hard caps. Past these sizes the system slows progressively rather than failing outright.

High-poly assets are automatically converted to low-poly during import so the browser viewport stays responsive. The rendered output is unaffected; only the live viewport representation is lightened.

## What to do when something is slow

In rough order of likely cause:

1. **Close other browser tabs.** Heavy tabs (large Google Docs, video calls, IDE workspaces) compete for memory and GPU.
2. **Check network speed and latency.** Run a quick speed test; if generation feels slow but the viewport is fine, the issue is on the network side.
3. **Reduce graphics load in Studio Graphics.** Open [Account and settings](/overview/reference/account.md), switch to the **Studio Graphics** tab, turn off **Ambient Occlusion** and lower **Viewport: Maximum count of objects displayed** if the viewport is sluggish.
4. **Reduce scene complexity.** If the viewport stutters, the scene may be past the soft limit. Consolidate populators, hide what you don't need.
5. **Restart the browser.** Memory leaks accumulate over long sessions; a restart clears them.

## Limits and known issues

* **Multi-gig CAD imports often need a pre-import decimation pass** in your modeling tool. The browser-based system doesn't handle them gracefully even when they fit in memory.
* **Hardware acceleration must be enabled in the browser.** Some institutional Chrome installations disable it; check `chrome://gpu` if performance is unexpectedly bad.
* **Battery on laptops drains fast** during heavy viewport work. Plan for AC power on long sessions.

## Related

* [Account](/overview/reference/account.md): graphics and viewport settings.
* [Smart Import](/build/import-your-own-models.md)
* [Supported file formats](/overview/reference/supported-file-formats.md)
* [Help and feedback](/overview/get-started/help-and-feedback.md): for performance bugs.


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