Submit a request

Hardware priority requirements

Our team is sometimes asked to prioritize the PC components to find the most optimal configuration. This article will guide you through algorithms of Artec Studio that use different components of your PC.

Side note: It is useful to additionally check articles with tested laptops configurations and/or about choosing a suitable PC.



Prioritizing the requirements in this case mostly depends on the fact if you use or do not use real-time fusion algorithm (RTF) while scanning.

Case 1: You scan without real-time fusion:

  • RAM is used to store the scanned data.
  • GPU is used to display the data on the screen and render the scanned data in the 3D View window.
  • Processor cores are used for reconstruction and tracking (i.e. calculations and aligning the newly captured frames to previously captured ones). This process is performed in real-time at 16 FPS for Artec Eva and 8 FPS for Artec Spider.

Case 2: You scan in real-time fusion mode:

  • Processor cores are used for tracking and reconstruction.
  • GPU is used to build 3D-model in real-time.
  • In Artec Studio 11 and 12 the only limit is GPU memory of your card and technically there are no limitations in terms of object size (comparing to older versions of Artec Studio).



  • Calculations of Artec Studio algorithms are distributed between processor cores. So the more cores you have and the more powerful is every core, the faster post-processing you receive (keep this issue in mind if you are aiming to post-process large objects). For more details on processor cores usage, check the table below.
  • RAM is used to store your data together with the intermediate calculation results. If the amount of available RAM at your PC is not sufficient, then Artec Studio will move some calculations to swap file on your hard drive.
  • GPU is used for texture mapping and for the rendering of your scans/fusions in the 3D View window.
  • Artec Studio 11 and 12 use video memory of your card in the most optimal way (comparing to older software versions). The available sizes of texture atlas (512 x 512, 1024 x 1024, 2048 x 2048, 4096 x 4096, etc) are shown in "Texture" section and they depend only on amount of available video memory on your PC, for example, 8192 x 8192 resolution and higher may not be available on less powerful video cards.

The number of processor cores, utilized by various processing algorithms:

Algorithm N of cores utilized by the algorithm
Fine registration All processor cores
Global registration All processor cores
Outlier removal All processor cores
Fast fusion All processor cores
Smooth fusion One processor core
Sharp fusion All processor cores
Mesh simplification One processor core


Our team is here to help! If you have any questions or issues, please do not hesitate to contact us by emailing or by clicking on "Submit a request" button at the bottom right side of the screen. We will always be happy to assist you and will get back to you as soon as we can.