Skyrim PC Requirements Detailed

by NeilR on October 26, 2011 @ 8:44 am

Pete Hines, the VP of PR and Marketing at Bethesda, has tweeted the minimum and recommended PC requirements for running Skyrim. As a game series known for beating up otherwise respectable hardware, the new installment is looking very accessible indeed; even if your gaming rig isn’t on the bleeding edge.

The requirements are as follows:

minimum

  • Dual-core CPU, 2.0 GHz or faster
  • 2 GB RAM
  • DirectX 9.0c video card with 512 MB RAM
  • 6 GB HDD space
  • Windows XP/Vista/7 [32 or 64-bit]
  • Internet access for Steam activation

recommended

  • Quad-core CPU
  • 4 GB RAM
  • DirectX 9.0c video card with 1 GB RAM – GTX 260/Radeon 4890 or higher
  • 6 GB HDD space
  • Windows XP/Vista/7 [32 or 64-bit]
  • Internet access for Steam activation

He goes on to clarify that “The Min specs get you playing. The recommended specs let you play on High, not on Ultra. You’ll want beefier rig for that.”

The Elder Scrolls V: Skyrim is slated for release on November 11th on PC, Xbox 360 and PlayStation 3.

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Comments
Joey says:

Holy shit. I may be able to actually run this :D

slicer4ever says:

i'm very happy to see this, but i also wish they'd post max requirements.

Joey says:

They never reveal that, you'll have to wait for benchmarks.

slicer4ever says:

true enough=-(

Adiuvo says:

They usually aren't that far off from reccomended though.

I'm kind of disappointed. The view distance must not be that large for a 4890 to handle it well. Or the Creation Engine is the best thing ever in terms of optimization.

Trigun says:

http://www.dualshockers.com/2011/10/26/twitter-doubts-the-install-size-of-skyrim-bethesda-says-no-way/

Still either way. I won't be picking up this. I couldn't care less about Elder Scrolls. But the above is an interesting answer to some questions.

Adiuvo says:

He's right too. Oblivion had a huge ton of assets, but they saved space by modifying models in engine instead of creating a new mesh for things, or blending together textures to create new ones. Many mods don't do this and that's why they get so large.

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