This was the most critical component. Twinmotion 2016 utilized the Unreal Engine 4 renderer, which demanded a specific feature set from the graphics card.
Analysis: The VRAM (Video RAM) was the limiting factor for texture resolution. A card with 2 GB VRAM could handle simple scenes, but once high-resolution textures, shadow maps, and reflection capture probes were loaded, the GPU memory would saturate.
Unlike modern Twinmotion (which leverages Unreal Engine 5's Nanite and Lumen), the 2016 version uses a proprietary rasterization engine. This changes how hardware is utilized.
⚠️ Note: Twinmotion 2016 does not support macOS or Linux. It also doesn’t support real-time ray tracing (that came much later).