if you choose the simple answer, ok go ahead, you will be able to advance in your project, but there will be a point that you’re probably going to find performance problems, you will need to deal with it.
not simple (and long) answer:
to be more specific i would need more info about the size of your map, an estimative of the complexity of your code, an estimative of the number of enemies/actors in the world at the same time, the target visual quality etc. so i would be able to estimate the hardware you need, let’s focus on 4 basic things:
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CPU (FX 4300), it’s going to be used to do basic arithmetic and logic operations, in general it’s responsible for the “non visual” part of your game, like physics, the movimentation of your character, the movimentation of your projectiles, AI, the CPU also is responsible for building lighting, compile shaders, or packaging your game, in this “compiling” part, you won’t have problems in “can it compile?” but the problem will be “how long it takes to compile?”. things that may cause problems:
having many enemies at same time, many projectiles, or lots of things being destructed at the same time. build lighting in specific will take just a few seconds in the beggining, but it can take hours as your map goes bigger,i have a map with an estimate size of 40000 x 30000 units, the last time i’ve built lighing it took 2 hours, and this map isn’t finished yet, also using unreal my cpu stays in 30-40% of usage, have in mind i have an FX 6300, so a 4300 should be 20-30%worse in theory. in my opinion this CPU is the worst part of your computer. -
RAM (8GB), Ram is a resource to the CPU, it stores necessary information to the CPU, every variable you create will take some RAM when an instance of that actor is spawned, you don’t have to worry unless you want to store lots of really big vectors for some reason, my unreal engine uses from 1.5GB to 3 GB of ram…