PC requirements & graphics
CPU, Vulkan 1.3 GPU and memory requirements for Super Mario Odyssey PC Recomp, plus DLSS, FSR 1, ultrawide and Steam Deck benchmarks.
- CPU: x86_64 with AVX2
- GPU: Vulkan 1.3
- RAM: 8 GB min / 16 GB rec.
- Upscalers: DLSS, FSR 1, SMAA

Minimum & recommended PC specifications
Hardware requirements published in the Simon3Sarkis/super-odyssey-pc-recomp documentation for Windows 10/11, Linux x86_64 and Steam Deck:
- Operating system
- Windows 10 or 11 (64-bit) or 64-bit Linux with
glibc 2.35+(Ubuntu 22.04+, Fedora, Arch, SteamOS). - Processor (CPU)
- 64-bit x86_64 processor with AVX2 support (Intel 4th-gen Haswell or newer; AMD Ryzen / Zen or newer).
- Graphics card (GPU)
- Vulkan 1.3 capable GPU with updated drivers (NVIDIA GeForce RTX/GTX, AMD Radeon RDNA/Polaris+, Intel Arc, Steam Deck APU). NVIDIA RTX required for DLSS/DLAA; FSR 1 and SMAA work on all Vulkan 1.3 GPUs.
- System memory (RAM)
- 8 GB RAM minimum; 16 GB RAM recommended (especially during parallel C compilation and shader precompilation).
- Storage space
- Around 12 GB of free space for the extracted game library (
extracted/), precompiled shader cache (cache/), and source dump. - Game files
- Your own extracted
exefsandromfsfolders from Super Mario Odyssey 1.0.0 or 1.4.1 (full merged RomFS).
Graphics, upscaling & framerate options (F1 > Graphics)
Open the Dear ImGui top menu bar at any time with F1, Esc, or the controller Guide button to configure rendering and presentation:
| Feature | Hardware Scope | Available Modes & Behavior |
|---|---|---|
| Internal Resolution Scale | 0.5x (960x540) to 4x (7680x4320) | Includes 0.75x (1440x810, or 960x600 on Steam Deck 16:10), 1x (1920x1080), 2x (4K), 3x and 4x (8K). |
| NVIDIA DLSS & DLAA | RTX GPUs (Windows/Linux) | Presets: Quality, Balanced, Performance, Ultra Performance, plus native-resolution DLAA. |
| AMD FSR 1 | All Vulkan 1.3 GPUs | Spatial upscaling presets: Ultra Quality, Quality, Balanced, and Performance (default on Steam Deck Battery Saver). |
| Anti-aliasing (SMAA) | All Vulkan 1.3 GPUs | Enhanced Subpixel Morphological Anti-Aliasing when not using DLSS/DLAA. |
| Aspect Ratio & Ultrawide | 16:9, 16:10, 21:9, 32:9 | Enable Fill window under F1 > Graphics to expand the viewport across ultrawide and 16:10 monitors. |
| High Frame Rate Modes | 60 FPS, 90 FPS, 120 FPS, 120 Hz Interp. | Standard 60 FPS cap, experimental native 90 / 120 FPS gameplay ticks, or 120 Hz frame interpolation. |
Measured Steam Deck LCD benchmarks (v0.2.0)
In v0.2.0, upstream added automatic Steam Deck hardware detection and benchmarked the Cap Kingdom on an LCD Steam Deck (docs/linux.md):
| Hardware & Preset | Internal Resolution & Upscaler | Target Mode | Measured Frame Rate |
|---|---|---|---|
| Steam Deck LCD (Battery Saver default) | 960x600 (75% of 1280x800) + FSR 1 | 60 FPS cap | 53–60 FPS across the Cap Kingdom |
| Steam Deck LCD (High Frame Rate test) | 960x600 (75% of 1280x800) + FSR 1 | 90 / 120 FPS mode | ~78 FPS walking in open areas · ~55 FPS in Cap Kingdom town |
On desktop PCs, you can toggle the on-screen Performance Overlay (F1 > Graphics) to monitor live FPS and frame time graphs, or press F9 to write detailed single-frame diagnostics to SuperOdysseyRecomp.log.
Recommended PC controllers
Super Odyssey PC Recomp supports XInput and SDL2 controllers with automatic button prompt switching, plus native gyro motion controls for Cappy spin throws and downward cap throws on DualSense and Switch Pro controllers:
| Controller | Best For in Odyssey Recomp | Hardware Advantage | Link |
|---|---|---|---|
| Sony DualSense | Gyro motion throws & SDL2 HID | Built-in 6-axis gyroscope for Cappy motion throws + crisp D-pad | View on Amazon |
| GameSir Cyclone 2 | Precision 3D platforming & gyro | TMR sticks, 6-axis gyro in Switch mode, 1000 Hz wireless dongle | View on Amazon |
| 8BitDo Ultimate 2 Wireless | Windows & SteamOS dock play | Zero-drift TMR sticks, charging dock, Switch/XInput mode toggle | View on Amazon |
| Xbox Wireless Controller | Plug-and-play Windows 10/11 | Native XInput layout with instant button prompt switching | View on Amazon |
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Common questions
Why does the CPU require AVX2 support?
Both the bundled Zig/LLVM compiler output (odyssey_game.dll / libodyssey_game.so) and the lifted AArch64 NEON vector instructions target x86-64 AVX2/FMA instructions available on Intel Haswell (2013+) and AMD Zen (2017+) processors.
Should I use native 90/120 FPS or 120 Hz frame interpolation?
Native 90/120 FPS runs the game loop at a higher tick rate (experimental; on Linux it can trigger an opening cinematic crash tracked in Issue #15/#18). 120 Hz frame interpolation keeps the underlying game logic at 60 Hz while presenting interpolated frames for 120 Hz displays.
Why is RAM usage high on some systems (Issue #7)?
Initial shader precompilation and large kingdom asset caches allocate significant host memory. Ensure at least 8 GB of physical RAM (16 GB recommended) and keep the Windows page file enabled.