diff --git a/development/compiling/compiling_for_windows.rst b/development/compiling/compiling_for_windows.rst index 3e19857b9..89b7750b8 100644 --- a/development/compiling/compiling_for_windows.rst +++ b/development/compiling/compiling_for_windows.rst @@ -141,7 +141,7 @@ dependencies. Running it will bring up the Project Manager. If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, - this will require about 3 GB of available RAM while compiling. + this will require about 7 GB of available RAM while compiling. .. note:: If you want to use separate editor settings for your own Godot builds and official releases, you can enable diff --git a/development/compiling/compiling_for_x11.rst b/development/compiling/compiling_for_x11.rst index eb79439da..a7551786f 100644 --- a/development/compiling/compiling_for_x11.rst +++ b/development/compiling/compiling_for_x11.rst @@ -127,7 +127,7 @@ manager. If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, - this will require about 3 GB of available RAM while compiling. + this will require about 7 GB of available RAM while compiling. .. note:: If you want to use separate editor settings for your own Godot builds and official releases, you can enable diff --git a/development/compiling/optimizing_for_size.rst b/development/compiling/optimizing_for_size.rst index c53763cf5..f7667d68d 100644 --- a/development/compiling/optimizing_for_size.rst +++ b/development/compiling/optimizing_for_size.rst @@ -140,7 +140,7 @@ and MSVC compilers: scons p=windows target=release tools=no use_lto=yes -Linking becomes much slower with this option, so it should be used only for +Linking becomes much slower and more RAM consuming with this option, so it should be used only for release builds. Stripping binaries