---
title: Technical Requirements
slug: technical-requirements
docTags: 
createdAt: 2024-06-27T10:57:44.619Z
---

Please make sure your game meets these technical guidelines and [passes the requirements provided by the Checklist](https://developers2.airconsole.com/airconsole-checklist) before submitting it to AirConsole.
[The AirConsole best practices guide](https://developers2.airconsole.com/best-practices) provides information on how to make your game a success.
For Unity based games, [the Unity games on Android TV guide](https://developers2.airconsole.com/unity-game-on-android-tv) provides valuable guidance.

### *Runtime Environments*

- Games need to be able to run in modern browsers (ones with WebGL support), Unity WebGL exports are fine.
- Games need to be able to run on AndroidTVs with API level 34 (Android 14) and OpenGL ES2.
  - To ensure AndroidTV requirements are met, we recommend you to test on [the Mi TV Stick ](https://www.mi.com/us/product/mi-tv-stick/specs)or [the MiBox S](https://www.mi.com/global/product/mi-box-s/).

### *Game Sizes*

- Initial Game loads should not be more than 50MB until the first user interactions happen (e.g. Menu).
- Additional data loaded at a later point (e.g. a level) should not be greater than 50MB per loading break.
- Total required storage size on AndroidTVs should not exceed 500MB at a time (You may load data on demand from our servers directly into memory).
- Your AndroidTV game must be able to be deployed to Google PlayStore (AAB) and APK / APK+OBB based platforms like Amazon FireTV.
  - We will provide you with the projects for the different stores to upload your build to as part of the Android TV release cycle.

### *Performance & Memory constraints*

- Games should not require more than 512MB of RAM Memory (E.g. Unity WebGL memory size, [UnityEngine.Profiling.ProfilerRecorder](https://docs.unity3d.com/ScriptReference/Unity.Profiling.ProfilerRecorder.StartNew.html), Android Process Size).
- Games need to be able to run
  - **at 25 FPS on AndroidTVs** (Mi TV stick as reference) - 1GB of RAM, ARM Cortex-A53 ARMv7 Quad-Core at 1.2 GHz. ARM Mali-450MP3 GPU.
    - You can use an [old Android Smartphone with similar specs ](https://www.notebookcheck.net/ARM-Mali-450-MP4.116281.0.html)for a first feasibility tests, but should quickly move to Android TV development.
  - **at 30 FPS on modern chromium based webbrowsers&#x20;**&#x6F;n a computer with 4GB of RAM, 2GHz quad-core processor with an integrated graphics card.
- Game initialization after loading the data should be within a few seconds and always visualize that work is being done.

### *External Servers / CDNs / Storage*

- Depending on external servers or CDNs are not permitted if you manage them yourselves. Only big and managed Saas services (e.g. Photon) are permitted.
- Persistent Data of users (e.g. Save Files) need to use the AirConsole Persistent Storage API.

:::BlockQuote
If you have questions about these requirements or how to make sure your game meets them, reach out to the AirConsole team!
:::

