32 GB is probably going to be fine, as long as you donât team up with a large team of artists trying to build the next AAA title
64 GB will probably help, and there are demo scenes that wonât load on a 64 GB machine, so 32 GB isnât enough for âpro levelâ stuff, but for learning, and using most assets from the marketplace, youâll be OK.
But, honestly, since youâre asking that question, 32gig will be more than enough for you for quite a while probably.
On a pretty sizeable commercial project, I was having difficulty with 48gb at packaging time, and sometimes light build systems have difficulty on that same project with 128gb, but for the vast majority of development time, youâll be well within 16 or 32gb easily.
I currently run 96GB on my personal dev machine, and do builds with a network of many, many really large machines with dozens of cores and hundreds of gigs of ram. Most of the other devs in my team have 16, 32 for the engineers.
There are usually 4 DIMM (RAM) slots on a motherboard.
So my advice would be to get 32GB (16x2) now, and upgrade to 64 in the future if needed. (But Iâm also seeing a 4090 listed in specs⌠so maybe you are âprice insensitiveâ )
You can monitor how much memory your system is using in windows (CTRL + Shift + Escape) - and a long as you are not maxing it out, I donât think there is any performance benefit of having more RAM.
Youâd want to get sticks that can run at the same frequency as the existing ones. At that point it would be running in âQuad-Channelâ mode I believe. (Although I do not expect to see much of a difference in performance)
For C++ developers i would strongly suggest 64 GB. For blueprint-only developers 32 GB should be enaugh. The same for SSD: 2 TB for C++ devs, 1 TB for blueprint devs.