PC requirements & FPS

CPU, Vulkan 1.3 GPU, memory and storage specs for MKW Recomp, plus the maintainer’s measured frame-time breakdown.

  • CPU: x86-64 AVX2
  • GPU: Vulkan 1.3
  • RAM: 16 GB rec.
  • Disk: ~30 GB free
Macro view of the Valve Steam Deck mainboard PCB and RDNA2 APU assembly
Handheld RDNA2 mainboard assembly

Every requirement below comes directly from the adriadam10/mkw-recomp README and build scripts (tools/build/README.md).

Operating system
Windows 10 / 11 64-bit, or Linux x86_64 with glibc 2.31+ (Debian 11, Ubuntu 20.04, SteamOS and newer).
CPU instruction set
x86-64 processor with AVX2 (-march=x86-64-v3): Intel Haswell (4th Gen) or newer; AMD Excavator / any Zen or Ryzen CPU.
Graphics API
Vulkan 1.3 capable GPU and up-to-date driver (NVIDIA, AMD RADV / Adrenalin, Intel ANV / Arc).
Mesh shaders
VK_EXT_mesh_shader recommended; GPUs or drivers without it automatically run task and mesh shaders as compute passes.
System memory
16 GB RAM recommended (Prepare runs parallel C and SPIR-V workers; if memory runs low, v0.1.4+ halves worker count automatically).
Storage space
About 30 GB free for generated C, object cache and SPIR-V shaders, in addition to your own game dump.

Measured hardware frame times

Upstream benchmark figures from docs/performance.md measure raw native game frames (without optical-flow frame generation):

DateGPU & DriverCPU & RAMOSInternal ResMedian Race Frame
2026-11-09Radeon 660M APU (Mesa 26.2 RADV)Ryzen 5 7535HS (13 GB)Linux 7.2 (CachyOS)720p31–33 ms (~30 fps)
2026-11-09GeForce GTX 1050 Ti 4 GB (582.66)Core i5-8400 (16 GB)Windows 111080p42–45 ms (~23 fps)

Important 30 fps rule: Mario Kart World asks for 60 fps (16.7 ms). When a machine runs slower than 60 fps, leaving Settings > Screen > Frame rate on Automatic can still flip between 30 and 60 or slow game speed if frame time exceeds 33.3 ms. Set Frame rate > 30 first, then optionally turn on Frame generation (2x) in v0.1.8 for 60 Hz smoothness.

Why CPU recording currently caps FPS (the 33.6 ms serial chain)

In docs/roadmap.md, the maintainer profiled a 720p race frame on the Radeon 660M test system using MKW_TRACE_TL:

Pipeline StageMeasured Time (Radeon 660M, 720p)
Game logic thread (fence release to final submit)~3.4 ms
Vulkan backend command-buffer recording (replay thread)~19.0 ms
GPU execution of submitted command buffers~9.7 ms
Frame completion & synchronization handoff~1.5 ms

Because the game’s main draw submission arrives at the end of its frame and the GPU waits for Vulkan command recording (~19 ms), CPU replay efficiency—not raw TeraFLOPS alone—is the primary path toward native 60 fps. Active roadmap items include dirty-only dynamic state, cross-frame descriptor caching (MKW_DRAW_CACHE), parallel submit recording, and PGO on the generated C.

VRAM & sparse texture pool scaling

Since v0.1.6, MKW Recomp sizes its large tiled course texture pool dynamically to one quarter of dedicated VRAM, clamped between 768 MiB and 3 GiB (an 8 GB card receives 1,792 MiB; integrated GPUs default to 768 MiB and respect firmware carve-outs in v0.1.8). In v0.1.8, when VRAM fills up (#63), sparse tiles fall back cleanly to system memory instead of drawing black terrain. Advanced users can still override SPARSE_MIB or GPU_MEM_LIMIT inside mkw.ini.

MKW Recomp uses SDL3 for native gamepad input, gyro steering (motion_fusion.c), per-player rumble and up to 4-player local split-screen. These controllers pair cleanly on Windows 10/11 and Linux:

ControllerBest For in MKW RecompHardware AdvantageLink
GameSir Cyclone 2Drift timing & gyro steeringTMR sticks, Hall linear/microswitch triggers, gyro + 1000 Hz dongleView on Amazon
8BitDo Ultimate 2 WirelessDesktop Windows & SteamOS dockTMR sticks, 2.4 GHz wireless dock, Switch/XInput mode switchView on Amazon
Sony DualSenseBuilt-in gyro & low-latency USB6-axis IMU supported by SDL3 motion fusion + crisp D-padView on Amazon
Xbox Wireless ControllerPlug-and-play local multiplayerNative Windows XInput & Linux xpadneo multi-controller pairingView on Amazon

As an Amazon Associate, this site earns from qualifying purchases.

Go-karts banking through a hairpin bend past starting grid markings at Mika Salo Circuit
Mika Salo Circuit karting hairpin and grid
A racing kart streaking past red and white circuit kerbs at speed
Sprint kart passing painted apex kerbs
Two go-karts rounding an outdoor asphalt corner at Snetterton Circuit
Outdoor karting corner at Snetterton Circuit

Common questions

Does MKW Recomp run on macOS or ARM64 Windows?

No. Current releases compile strictly for x86-64 Windows and Linux with AVX2 and Vulkan 1.3. There is no Metal/MoltenVK macOS build or Android build.

Does my GPU need hardware ray tracing or DLSS?

No. Switch 2 optional hardware extras (DLSS, HDR, ray tracing and touch) are stubbed off by default so the game runs its standard rasterized path on any Vulkan 1.3 GPU.

Will a 4 GB VRAM card run races?

Yes—the maintainer’s Windows test machine uses a 4 GB GTX 1050 Ti (768 MiB sparse pool), and v0.1.8 adds system-RAM fallback for sparse tiles when video memory fills up.