Godot GitHub issue statistics

This page lists hardware and software information reported by users on the issue tracker of the main Godot repository. As such, these statistics are not representative of the entire Godot community, but they allow seeing what kind of hardware and software is popular among issue reporters.

These statistics were compiled from ---- recent user reports made between ---------- and ----------.

Note: The total number of reported hardware/software metrics does not add up to this number, as a user may report several issues with identical hardware/software configuration.

Operating system
Windows version
macOS version
Linux distribution
Android version
iOS version
Web browser
The web browser used when reporting issues related to the web editor or web export.
CPU vendor
AMD CPU generation
Laptop CPUs, FXs, Athlons, Phenoms, Threadrippers and EPYCs are currently categorized as "Other/Unknown".
Intel CPU generation
Laptop CPUs, Celerons, Pentiums and Xeons are currently categorized as "Other/Unknown".
CPU physical core count
For CPUs with hybrid (big.LITTLE) topologies, both "big" cores and "little" cores are summed together.
Highest supported x86 CPU instruction set
Support for a new instruction set implies support for older instruction sets. For instance, supporting AVX-512 implies supporting AVX2, AVX and SSE4.2.
Godot currently only requires SSE2 for official binaries, which is supported on all x86_64 CPUs.
CPU multi-thread performance score
Scores are sourced from PassMark.
For reference, here are some example CPUs that roughly match each score threshold:
CPU single-thread performance score
Scores are sourced from PassMark.
For reference, here are some example CPUs that roughly match each score threshold:
GPU vendor
AMD GPU generation
Intel GPU generation
NVIDIA GPU generation
GPU video memory
Only dedicated GPUs are taken into account.
GPU hardware-accelerated raytracing support

Dedicated GPUs

Integrated GPUs

Raytracing is currently not used in Godot.

This metric only checks whether it's supported in hardware, not whether the GPU is fast enough for hardware-accelerated raytracing to be viable for gaming.
GPU variable rate shading support

Dedicated GPUs

Integrated GPUs

Variable rate shading can be optionally used in Godot 4.
GPU mesh shaders support

Dedicated GPUs

Integrated GPUs

Mesh shaders are currently not used in Godot.
GPU performance score
Scores are sourced from PassMark.
For reference, here are some example GPUs that roughly match each score threshold: