XBMC needs a 3D capable GPU graphics hardware controller for all rendering. The required 3D GPU chips are common today in most modern computers, and even some set-top boxes. XBMC runs well on what (by Intel ATOM standards) are relatively underpowered OpenGL 1.3 (with GLSL support), OpenGL ES 2.0 or Direct3D (DirectX) 9.0 capable systems that are IA-32/x86, x86-64, or ARM CPU based.
When software decoding of a Full HD 1080p high-definition video is performed by the system CPU, a dual-core 2 GHz or better CPU is required in order to allow for perfectly smooth playback without dropping frames or giving playback a jerky appearance. XBMC can however offload most of the video decoding process onto GPU graphics hardware controller that supports one of the following types of hardware-accelerated video decoding: Intel's VAAPI, Nvidia's VDPAU, AMD's XvBA, Microsoft's DXVA, Apple's VDADecoder/VideoToolBox, OpenMAX, and Broadcom Crystal HD Enhanced Media Accelerator. By taking advantage of such hardware-accelerated video decoding, XBMC can run well on most inexpensive, low-power systems which contain a modern GPU.
1 Supported hardware by OS
- It is highly recommended for users to not make any purchases in anticipation of running XBMC on Android. In other words, don't buy anything yet until development is further along!
- XBMC for Android is still too early in development to have firm hardware requirements. As such, this is subject to major changes. A conservative estimate would be:
- something similar in spec to the Pivos XIOS (the development target for the initial Android port)
- a NEON compatible ARM processor (for example: Tegra 1/2 probably won't be supported. Tegra 3 is okay.)
- Android 4.0 or newer (might work on older versions such as 2.3, but this is a conservative estimate after all)
- Hardware decoding support in XBMC is likely a must for HD video playback (720+). Don't expect this to work on any device until someone has specifically tested it and can confirm hardware decoding support for that device.
- The main aim for the initial port is set-top-boxes/sticks. Expect tablet/phone/touch/etc support to improve with time.
- To install XBMC for iOS you must have a jailbroken iDevice running iOS 4.x or higher.
- For hardware: iPad 1, iPad 2, iPad 3, iPhone 3GS, iPhone 4, iPhone 4S, iPod touch 3rd gen (16GB and 32GB models only), iPod touch 4th gen.
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- x86 (Intel/AMD-based) processor computer capable of booting to CD-ROM.
- For clarification; XBMC for Linux does not work on the Xbox game-console.
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1.4 Mac OS X
- XBMC v11 runs on Mac OS X 10.4.x (Tiger) and later on both Intel and PPC Macs (G4 and above), as well as the Apple TV 1 (silver). Apple TV 2 (black) does not run XBMC for Mac, it runs XBMC for iOS.
- XBMC v12 and nightly builds and up will require Mac OS X 10.6 and only run on Intel Macs. For the Apple TV 1 you will need to use a Linux-based OS to run XBMC v12 and nightly builds.
- OS minimum supported: Windows XP with Service Pack 3.
- OS recommended: Windows 7, which is required for hardware video decoding.
- Windows Home Server and Windows Server are not supported but have been reported to work with some tweaks.
- For end-users the recommended minimum requirement is a x86-based computer, with a Graphic adapter that supports DirectX version 9.0c.
- x86 (Intel/AMD-based) processor with SSE support.
- ATI/AMD, Intel, or NVIDIA graphic controller.
- ATI Radeon R420 (X800) or newer supported, ATI Radeon R700 (HD 4000) or newer recommended.
- Intel GMA 950 (945G) or newer supported, Intel GMA X4500HD (G45) or newer recommended.
- NVIDIA GeForce 6-Series and newer supported, GeForce 8-Series and newer recommended.