System Specifications FAQ

1. Which is the best hardware configuration for using Maxwell?

For the CPU engine (Draft and Production) each hardware component is in fact crucial in a particular part of the 3D process:

  • The CPU is the most important component for fast renders. Get the fastest processors you can afford, the more cores and the higher their speed, the better. Maxwells render speed scales almost linearly when adding more cores, processors and computers to contribute to the render process. At least a quad-core CPU is recommended.

  • RAM is where the scene information is stored during the render process. If your scene has complex geometry, huge textures, set to render at high resolution, or has the MultiLight feature enabled (which increases the amount of RAM needed to store all the emitters information separately) then you may need a computer with a lot of RAM 8 GB and more). A usual configuration for a rendering / video compositing computer is 32 GB of RAM. The amount of RAM does not affect the render speed.

  • The graphics card is not involved in the rendering process when using these engines. It is only involved in the openGL camera navigation when you are creating your scenes. A gaming card will be sufficient for most tasks, unless you plan to work with scenes containing many thousands of objects and/or require antialiased viewports which are much better handled by professional graphics cards. Their added advantage is that their drivers have been certified to work properly with different CAD / 3D applications such as SolidWorks, Rhino, Maya, 3dMax etc. It is also recommended to have a card with large on-board memory (2 GB or more) if you plan to work with many large resolution textures and want to view them in the openGL viewports. If you are going to use the GPU engine the demand of the graphics card memory will be higher.

For the GPU engine:

  • A graphics card based on CUDA is mandatory for the moment. We are supporting Maxwell, Pascal, Volta, Turing and Ampere architectures (check the table in this link for reference). Currently, for the graphics cards using the Ada Lovelace architecture to work, you have to download this pack of files: . Then unzip it and paste the files included into this folder of the Maxwell installation folder (you need administrative rights to copy them there): C:\Program Files\Next Limit\Maxwell Render 5\extras-x64-v140. Kepler architecture could work but the experience won't be good and probably the CPU engine will beat it on speed.

  • The memory of the graphics is crucial as the whole scene has to fit in it to be able to render, so the higher the better. Having 6 GB or more is recommended.

  • The higher the number of CUDA cores and their speed, the better. This will determine the rendering speed for that particular graphics card.

  • Maxwell can now render with several GPUs at the same time where all of them contribute to the same render; please, notice the memory of the different cards does not add up, so the scene has to fit into the memory of all of them.

  • The size of the memory interface and its bandwidth will also affect speed as it affects how fast the information travels between the memory and the cores. The higher the better.

For the Denoiser:

  • Denoiser is capable of running on CPU or GPU, with NvidiaAMD and Intel graphics cards; it works with CUDA (Nvidia) and also can work using OpenCL either in GPU (Nvidia, AMD or Intel) or CPU.

  • When using GPU, we recommend having a graphics card with at least 1GB. The Tiling feature makes this requirement less relevant as the image is denoised by pieces or tiles.

  • When using Nvidia CUDA, the drivers should support at least CUDA 7.0

  • When using AMD, the Catalyst driver should be up to date.

  • The Denoiser will first try to use CUDA, if it doesn't find a compatible card, it will fall back to OpenCL GPU (usually with AMD and Intel cards). If the image doesn't fit in the graphics card memory, you can then use OpenCL with CPU (which will use RAM memory).

2. What are the minimum system requirements? 

The minimum system requirements for Maxwell Render are listed in the System requirements page.

3. Which parameters determine the amount of RAM needed for certain project? 

The amount of RAM needed depends on several factors:

  • Resolution: The bigger the render the bigger the buffers that have to be stored in memory for the image, Multilight sliders and channels.

  • Multilight: Each separate light slider needs to be stored in RAM so the more separate sliders you have, the more RAM is needed. To minimize the RAM usage you can apply the same emitter material to several geometry objects that are meant to be emitters or use the Multilight groups in which case they will all use the same slider - saving RAM. Color Multilight will need more RAM than regular ML because each color channel per light also needs to be stored in RAM.

  • Size of textures: Every texture used in the scene, including IBL maps, need to be stored in RAM.

  • Geometry: Although the amount of triangles plays a smaller part in the RAM usage compared to the points above, it still affects the RAM needed but in most scenes, this will be of minor importance.

  • Pretesselated displacement: This type of displacement subdivides the geometry before rendering (unlike On-the-Fly displacement), which renders fast but needs to hold the extra geometry in RAM. The higher the subdivision setting in the displacement material, the more RAM is needed.

  • Extensions: Hair and particles need more RAM - the more segments the hair has, or the more particles you have. Although these extensions are very efficient, they will use up RAM if used in the scene.

  • Extra render channels: The extra channels you can specify in the render options (Alpha, MatID, ObjectID, Normals etc) will need extra RAM to render. The amount they need depends also on the resolution of the main render.


Taking into account all these factors it is impossible to say how much RAM you will need for a certain render. It is best to test a render on your machine and check the RAM usage during the render.