System requirements
Premation renders every frame on the GPU — the viewport, the library previews, the export. That single fact decides what hardware matters. A fast CPU with no usable GPU will not run it; a modest laptop with a working WebGPU driver will.
Read this page before you install. It ends with a two-minute check you can run in a browser to find out exactly which tier your machine lands on.
The short answer
| Minimum | Recommended | |
|---|---|---|
| GPU | Any GPU with a working WebGL2 driver | Dedicated NVIDIA/AMD card, or Apple silicon (M1 or newer), with WebGPU |
| RAM | 8 GB | 16 GB or more |
| OS | Windows 10 (x64) | Windows 11, macOS 13+, or a modern Linux |
| Disk | ~1 GB for the app | Plus room for exports — a PNG sequence is large |
| Display | 1440 × 900 | 1920 × 1080 or wider; a second monitor for popped-out panels |
| Node.js | Only if you build from source: Node 20+ | — |
| ffmpeg | Optional; needed for MP4, WebM, GIF and ProRes export | Bundled or on your PATH |
If you are shopping for a laptop specifically to run this: any machine sold in the last four years with a discrete GPU, or any Apple silicon MacBook, is comfortably enough. The thing to avoid is a very old integrated GPU with drivers that never got WebGL2.
The GPU, in detail
The engine picks a tier at startup and tells you which one it landed on in the viewport header.
WebGPU — preferred
Used when the whole adapter → device → configure path succeeds. This is the
fast path and the one to aim for. You get it from Apple silicon, from recent
NVIDIA and AMD drivers, and from Intel Iris Xe and newer with up-to-date
drivers.
WebGL2 — fallback
If WebGPU cannot initialise, the engine steps down to WebGL2 automatically. Most things work; heavy compositions will simply be slower.
No software renderer
There is deliberately no CPU fallback. If both tiers fail, the app tells you so, with a reason. It does not hand you a blank stage and let you find out at export time.
Outdated graphics drivers are the single most common cause of a machine that “should” work but doesn’t. Update them from the GPU vendor (NVIDIA / AMD / Intel) rather than relying on Windows Update, then check again.
What each class of hardware gets you
| Hardware | Expected tier | Realistic use |
|---|---|---|
| Apple silicon (M1–M4) | WebGPU | Everything, including 3D and particles at 1080p |
| Discrete NVIDIA / AMD (2020+) | WebGPU | Everything; comfortable at 4K compositions |
| Intel Iris Xe / AMD Radeon integrated, current drivers | WebGPU or WebGL2 | Fine for 2D timeline work at 1080p; 3D and heavy particles will drag |
| Older integrated graphics | WebGL2 | Light compositions only |
| No WebGL2 at all | — | The app will not start rendering, and will say so |
Memory
Memory scales with composition resolution and with how many pre-comps are being cached, not with the length of the timeline. 8 GB is workable for 1080p work. 16 GB is the point at which a 4K composition with several nested pre-comps stops being a consideration.
Export is not the memory-hungry part: on the desktop, frames are written to a temp directory and encoded in a child process, so peak memory during an export is one frame, not the whole render. A multi-gigabyte MP4 never passes through the app’s memory.
Operating systems
| Platform | Status |
|---|---|
| Windows 10 / 11, x64 | Available — .exe installer |
| macOS (Apple silicon and Intel) | Coming soon — .dmg |
| Linux (x64) | Coming soon — .AppImage |
Building from source works on all three today; only the prebuilt installers are staggered. See Installing Premation.
ffmpeg
ffmpeg is optional, and it only affects export formats.
| Without ffmpeg | With ffmpeg |
|---|---|
| PNG sequence, JPEG sequence, still frame, Lottie, project export | Everything above, plus MP4 (H.264), WebM (VP9), GIF and MOV (ProRes 4444) |
The app looks for it in this order:
$FFMPEG_PATH, if set and pointing at the executable<app resources>/ffmpeg/ffmpeg[.exe], if it was bundled with the buildffmpegon yourPATH
Video export tells you plainly when ffmpeg is missing rather than failing vaguely. Full detail: ffmpeg and codecs.
Running in a browser
There is a browser build of the renderer (npm run dev) that is useful for
trying the interface out. It is not the full app:
- no native menus,
- no local file access,
- no MP4 or ProRes export — the browser path encodes WebM through WebCodecs instead.
Browser versions that support WebGPU: Chrome 113+, Edge 113+, Safari 17+.
Check your machine in two minutes
Check WebGPU
Open your browser’s developer console on any page and run:
const ok = !!navigator.gpu && !!(await navigator.gpu.requestAdapter())
console.log(ok ? 'WebGPU: available' : 'WebGPU: not available')If this prints available, you get the fast tier.
If you are building from source
You additionally need:
- Node.js 20 or newer, and npm.
- Git.
- A C++ toolchain for the native SQLite index used by the project dashboard — though the app falls back to an in-memory index if the native driver is unavailable, so this is not a hard blocker.