System requirements
Browser, GPU, network, and asset-size requirements for running Intangible smoothly.
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
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:
Imported FBX or OBJ
~500 MB / a few million triangles. Beyond this, Smart Import 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 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:
Close other browser tabs. Heavy tabs (large Google Docs, video calls, IDE workspaces) compete for memory and GPU.
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.
Reduce graphics load in Studio Graphics. Open Account and settings, switch to the Studio Graphics tab, turn off Ambient Occlusion and lower Viewport: Maximum count of objects displayed if the viewport is sluggish.
Reduce scene complexity. If the viewport stutters, the scene may be past the soft limit. Consolidate populators, hide what you don't need.
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://gpuif performance is unexpectedly bad.Battery on laptops drains fast during heavy viewport work. Plan for AC power on long sessions.
Related
Account: graphics and viewport settings.
Help and feedback: for performance bugs.
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