The Division 2 header screenshot 2

Official PC system requirements and PC features revealed for Tom Clancy’s The Division 2

Ubisoft has released the official PC system requirements for Tom Clancy’s The Division, and revealed the game’s PC features. According to the French publisher, the PC version of The Division 2 has been one of the main focus of the development team and has been optimized to achieve the best performance possible.

The Division 2 will support uncapped framerates and resolution, full UI and HUD customization, multiscreen and widescreen support, variable refresh rate support, and HDR support.

According to the specs, PC gamers will at least need an AMD FX-6350 or an Intel Core I5-2500K with 8GB of RAM and an AMD Radeon R9 270 or an Nvidia Geforce GTX 670 in order to play at 1080p with 30fps.

For gaming at 1440p with 60fps, Ubisoft recommends an AMD Ryzen 7 1700 or an Intel Core I7-6700K with 16 GB and an AMD RX Vega 56 or an Nvidia Geforce GTX 1070. For 4K and 60fps, the team recommends higher CPUs (I really don’t know why the CPU requirements are increased as the resolution only affects the GPU), 16GB of RAM and an AMD Radeon VII or an Nvidia Geforce RTX 2080Ti.

Below you can find the full PC requirements for The Division 2.

Tom Clancy’s The Division 2 Official PC Requirements

Minimum – 1080p | 30 FPS

  • OS: Windows 7 | 8 | 10
  • CPU: AMD FX-6350 | Intel Core I5-2500K
  • RAM: 8 GM
  • GPU: AMD Radeon R9 270 | Nvidia Geforce GTX 670
  • VRAM: 2 GB
  • DIRECT X: DirectX 11 | 12

Recommended – 1080p | 60 FPS

  • OS: Windows 7 | 8 | 10
  • CPU: AMD Ryzen 5 1500X | Intel Core I7-4790
  • RAM: 8 GB
  • GPU: AMD RX 480 | Nvidia Geforce GTX 970
  • VRAM: 4 GB
  • DIRECT X: DirectX 11 | 12

High – 1440p | 60 FPS

  • OS: Windows 7 | 8 | 10
  • CPU: AMD Ryzen 7 1700 | Intel Core I7-6700K
  • RAM: 16 GB
  • GPU: AMD RX Vega 56 | Nvidia Geforce GTX 1070
  • VRAM: 8 GB
  • DIRECT X: DirectX 11 | 12

Elite – 4K | 60 FPS

  • OS: Windows 7 | 8 | 10
  • CPU: AMD Ryzen 7 2700X | Intel Core I9-7900X
  • RAM: 16 GB
  • GPU: AMD Radeon VII | Nvidia Geforce RTX 2080 TI
  • VRAM: 11 GB
  • DIRECT X: DirectX 11 | 12
OFFICIAL THE DIVISION 2 - PC FEATURES OVERVIEW

17 thoughts on “Official PC system requirements and PC features revealed for Tom Clancy’s The Division 2”

  1. most MMO players are mostly PC gamers and PC gamers would still prefer steam, they won’t gonna change side that quickly. Really stupid move from ubisoft, what kind of morons running the companies these days? do they really think that they will earn revenue like Fortnight just because they launched in Epic Launcher?

    1. The thing is any Ubisoft game sold on Steam is not a native Steam game and it just forces their Uplay launcher to start so I am not sure why anyone cares?

      If you want the game then personally I don’t care what launcher I use. It is really easy to make a Windows Start Group with all your launchers, that fixed my issue.

      I suppose it is a die hard Steam users thing and they only want to click once on the Steam app icon? Or maybe Steam achievements and trading cards? If that is the case I get that but if not one more click is not going to kill you.

    2. With 1,966 games on Steam, I don’t need another Launcher. Never mind that the Epic Launcher itself is garbage.

  2. Awesome, can’t wait to play it in multi screen!

    John -> “For 4K and 60fps, the team recommends higher CPUs (I really don’t know why the CPU requirements are increased as the resolution only affects the GPU)”. Just so you know when you go to 4K from 1080p a lot has to be taken in consideration. All your culling increases, LOD, particle calculations, increase in object calculations, more characters on screen, and all your other stuff as well. So instead of calculating in a area of dimensions 1080p(1920×1080) you are now faced with 4K(3840×2160) which is an massive area in comparison. Also most of the GPU work that you do is also tied to the CPU for some sort of support which in turn will have massive buffers(1080p to 4K) and real large vertex data sets etc for you shaders that will all mostly touch your CPU in one way or other. Bumping up to 4K is no joke.

    In short a larger resolution 100% will effect the CPU, I can see why they need it especially in a open world online MP game. Another thing to think about is that your NET code work will be increase as well going to 4K and you will receive more data etc.

    So in short it is not just working the GPU more there is a lot more to it.

    1. Dude almost everything you wrote is wrong. If you didn’t touch any off the settings besides resolution 4k and 1080p still has all the same LOD, particles, objects and characters on the screen, it’s still a 16/9 aspect ratio. Honestly UltraWide 1080p or 1440p is where CPU would suffer due to the extended FOV.

    1. I don’t understand why this still happens with Windows installer unless you’re running and old version of Windows Installer, like pre-SP1 Windows 7. Typically, when you install an MSI, no matter where you run it from (network or local), a copy of the MSI gets placed in C:WindowsInstaller and is used for repair and uninstall operations instead of relying on the source file.

  3. ” For 4K and 60fps, the team recommends higher CPUs (I really don’t know why the CPU requirements are increased as the resolution only affects the GPU) “……..

    That’s true to some extent. But it would be an exaggeration to say such a thing, imo.

    A higher resolution just introduces a GPU bottleneck that supercedes the CPU bottleneck. While it does “prevent” CPU bottleneck from occurring, it’s only doing so by introducing another heavier bottleneck that you might encounter before you get to the point where you would encounter your CPU bottleneck.

    You could accomplish the exact same thing without changing the resolution by downgrading your GPU to something less powerful. If we take bottleneck as an example here.

    On some occasions, actually, it’s not ‘always’ necessary to be bottlenecked by the CPU, when playing on less than 4K, i.e. on 1080p/2K.

    The simple reason why typically CPU bottlenecking is less at higher resolution is, because on high resolution you usually get low frame rates. If you get HIGH frame rates at high resolutions, you are still gonna get some sort of CPU bottlenecking (depends on the application though).

    CPUs usually don’t care if it’s 480p or 4K/8K/12K resolution, they only care about the frame rate/fps. On high resolution, because your GPU has to work 4X as hard, the bottleneck on your CPU is STILL going to be there, but there’s simply a “stronger” bottleneck on the GPU instead.

    In other words, when gaming on high resolution, no the load does not actually “MOVE” to the GPU. The load simply “increases” on the GPU side without changing the CPU side (resolution usually does not affect CPU load).

    The LOAD becomes more “heavily” weighted towards GPU power than CPU power, but it’s not because the demand has been redistributed away from the CPU toward the GPU. Nope, it’s because the GPU demand has “increased” and the CPU demand has stayed almost the same (though again, this sometimes depends on the game/app).

  4. I miss you Massive
    I miss your RTS games
    I miss games like Ground Control
    I miss games like World in Conflict
    I miss your ambition
    Yet most of the devs that originally worked there are probably gone now thanks to Ubisoft and now you’re stuck developing this cookie cutter garbage.

    Hopefully Ubisoft never touches your franchises ever again so they don’t dumb down the gameplay and fill it with DLC/Microtransactions and political correctness.
    Goodnight Sweet Prince

  5. “Elite” sounds stupid af.
    Going by they logic, “Recommended” = Medium…
    Not a fun of 60$ 24/7 repetetive grind like in F2P Korean MMO’s

  6. How does a game support variable refresh rate?? It’s a hardware function independent of the application. When devs say crap like this, it really makes me wonder what they really know about optimizing a PC title.

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