How Much RAM Does A Game Server Need

How Much RAM Does a Game Server Need?

Quick answer: it depends on the game, but here's the rough rule. A small server for a handful of friends runs fine on 4 GB across most games. A medium community server (20-50 players) needs 6-12 GB depending on the game. Heavy modded servers and large communities (50+ players) want 12-24 GB. More RAM doesn't automatically mean better performance, and over-allocating actively causes problems on Java games (longer garbage collection pauses, which show up as lag spikes).

The rest of this article gives specific numbers for each major game, plus how to tell if you've over-sized or under-sized your plan.

The general rule

RAM needs scale with three things:

  1. Player count. Each connected player uses memory: inventory, position, loaded area around them, network buffers. More players, more RAM.
  2. Content size. Bigger worlds, longer-lived saves, more bases, more entities. A six-month-old Rust server with massive bases uses far more RAM than a fresh wipe.
  3. Mods and plugins. Mods add new blocks, items, mechanics, and registries. Every mod adds RAM overhead even when nobody is using it.

The third one catches people out. A vanilla 10-player Minecraft server is fine on 4 GB. The same 10 players on a 150-mod pack might need 10 GB. The mods are most of the cost.

Minecraft (Java)

Server type Players RAM
Vanilla / Paper 1-5 2 GB
Vanilla / Paper 5-20 4 GB
Vanilla / Paper 20-50 6-8 GB
Vanilla / Paper 50-100 8-12 GB
Light modded (30-80 mods) 5-15 4-6 GB
Medium modded (80-150 mods) 5-15 6-8 GB
Heavy modded (ATM9, BMC, FTB Skies) 5-15 10-16 GB
Extreme modded (ATM10, custom megapacks) 5-15 12-20 GB

Modded servers are dominated by the mods themselves, not player count. ATM9 with three players still wants 10 GB. The same pack with 15 players wants maybe 12 GB. Marginal RAM per added player is small once the mods are loaded.

Bedrock edition uses less RAM than Java at the same player count. Roughly halve the Java numbers for Bedrock.

Rust

Server type Players RAM
Vanilla 25-50 6-8 GB
Vanilla 50-100 8-12 GB
Vanilla 100-200 12-20 GB
Modded (Oxide/Carbon, 10-30 plugins) 50-100 10-16 GB
Heavy modded (40+ plugins) 50-100 16-24 GB

Rust RAM grows over a wipe. Fresh wipe day uses far less than week three when bases are built and tool cupboards everywhere are loaded. Always size for end-of-wipe state, not day one. Wipe-day login spikes also push memory up because everyone's online at once.

If you're already at 80% RAM use by week two, you'll OOM during a peak wipe-day rush. Buy headroom.

Palworld

Server type Players RAM
Default cap (8 players) 1-8 6-8 GB
Stretched (community mods, 16) 8-16 10-12 GB
Heavy (32-player mods) 16-32 16+ GB

Palworld has had documented memory leaks since launch. Even a small server creeps upward over days of uptime. A scheduled daily restart prevents the slow climb. This isn't unique to Palworld, but the leak rate is faster than most other games on this list.

ARK: Survival Evolved

Server type Players RAM
Vanilla, small 5-10 8 GB
Vanilla, medium 10-30 12-16 GB
Modded (20-50 mods) 10-30 16-24 GB
Heavy mods 10-30 24-32 GB

ARK is one of the hungriest games in dedicated-server land. Mods on top of mods push memory hard, and clusters (multiple maps for one community) multiply the requirement linearly.

ARK: Survival Ascended

Ascended is even more demanding than Evolved. Add roughly 4 GB on top of the Evolved tier at every level. A small private Ascended server wants 12-16 GB. Modded Ascended easily hits 24 GB.

Valheim

Server type Players RAM
Vanilla 1-10 4 GB
Vanilla 10+ 6 GB
Modded (BepInEx, Valheim Plus) 5-10 6-8 GB

Valheim is efficient. A 10-player Valheim server runs comfortably on 4 GB. Most people over-provision this one because they assume "game server" means heavy. It doesn't, for this title.

Satisfactory

Server type Players RAM
Early game 1-4 6 GB
Late game (large factories) 1-4 8-12 GB

Satisfactory RAM scales with factory size, not player count. Four players in early game runs on 6 GB. The same four players 200 hours in with sprawling automation needs 12 GB.

Project Zomboid

Server type Players RAM
Vanilla, small 4-8 4 GB
Vanilla, medium 8-32 6-8 GB
Modded 4-16 6-10 GB

Zomboid scales mostly with the size of the loaded map area and number of persisted zombies. Long-running worlds creep upward and are worth restarting weekly.

Terraria

Server type Players RAM
Vanilla 4-8 2 GB
TShock 4-16 3 GB
tModLoader modded 4-8 4-6 GB

Terraria is the lightest game on this list. Most Terraria servers waste RAM.

Garry's Mod

Server type Players RAM
Vanilla sandbox 16 2-4 GB
Vanilla sandbox 32 4-6 GB
DarkRP with full addon pack 32 6-8 GB
Heavy modded 32+ 8-12 GB

GMod RAM is dominated by the addon stack, not players. A DarkRP server with 200 addons is heavier than a vanilla server with 64 players.

CS2 community servers

Server type Players RAM
Standard 16-32 2-4 GB
Heavy plugins / custom mode 32-64 6 GB

CS2 is mostly CPU-bound, not RAM-bound. Don't over-allocate.

Common mistakes

Buying too much RAM. People assume "more is better" and over-provision. For Java games, too much RAM means longer garbage collection pauses, which show up as periodic lag spikes that wouldn't happen with a smaller heap. For native games, the extra just sits unused while you pay for it.

Buying too little for modded servers. The opposite mistake. People extrapolate vanilla RAM needs to modded setups and OOM within hours. Always size modded servers for the pack's recommended RAM plus 2 GB, not for player count.

Confusing client RAM with server RAM. Modpack pages often list "recommended RAM" but those numbers assume single-player, where the client and server share memory. For a dedicated server, take the recommended number and add 2 GB for the server overhead. Sometimes you can run a bit lower than the single-player recommendation because the server doesn't render anything.

Ignoring growth. A wipe-day Rust server uses 60% of what a week-old server uses. A new modded Minecraft world is half the size of one with three months of player exploration. Always size for the future state, not day one.

How to tell if you have enough

Run the server, play normally, watch memory usage over a few hours of peak play. Most panels show this in the dashboard.

  • Under 60% of allocated RAM in use: you have headroom, probably more than you need.
  • 60-85% in use: comfortable. The server has room for spikes without OOMing.
  • 85-95% in use: tight. If usage trends up over time, you'll OOM during a peak event.
  • Over 95% sustained: you'll OOM soon. Upgrade.

For Java games specifically, also watch GC pause time. If you see lag spikes every 30-60 seconds and your memory is above 90% used, garbage collection is what's killing you.

How to tell if you have too much

Signs of over-provisioning:

  • Memory usage steady at 30-40% of allocated and never climbs
  • Periodic large GC pauses on Java games (anything over 200 ms)
  • You're paying for a higher tier than the server actually uses

If you're over-provisioned, drop a tier. For Java games, you can often cut 25-50% of allocated RAM and see better performance, not worse, because GC pauses get shorter.

FAQ

Why does Minecraft need so much more RAM than Valheim?
Java vs native code. Java's garbage collector needs roughly 1.5-2x as much memory as the actual working set to run efficiently. Native games (Rust, Valheim, ARK, Palworld) don't have that overhead.

Is 32 GB ever necessary?
For heavy modded ARK or ARK Ascended, yes. For most other games, you're past the point of diminishing returns at 16 GB.

Should I get more RAM if my server lags?
Only if RAM is actually the bottleneck. Run the server normally and check memory usage. If you're at 50% use and still lagging, RAM is not the problem. Look at CPU, disk I/O, network, or plugin overhead instead.

How much RAM per player?
There's no clean number because it varies by game and by what each player is doing. Rough rule: vanilla Minecraft scales at ~50-100 MB per player after the baseline. ARK is more like 200-300 MB per player. Modded games are dominated by the mods themselves, not the player count.

Will more RAM let me run more mods?
To a point. More RAM allows mods to load, but mods also add CPU cost. Once you hit ~150 mods on Minecraft or ~40 plugins on Rust, CPU usually bottlenecks before RAM does.

What's the relationship between RAM and storage?
None, directly. Storage holds save files and logs. RAM holds what's actively loaded. Don't confuse the two when picking a plan.

Can two game servers share the same RAM pool on one machine?
Technically yes, but bad idea. RAM should be dedicated per server. A memory spike on one shouldn't be able to OOM the other.

Does my host's RAM count differ from my own machine's RAM?
On a managed host, you're allocated a specific amount of RAM for your server. That number is what matters for sizing. If your host runs on shared/overprovisioned RAM, you might get less than advertised in practice. Hosts that publish their actual hardware (Server Heron does, for example) give you a clearer picture.

Bottom line

The right amount of RAM is the smallest amount that comfortably handles your peak load without causing GC issues. For most use cases:

  • 2-4 GB: small Minecraft, Valheim, Terraria, or GMod servers
  • 6-8 GB: medium-sized servers, light mods, modest player counts
  • 10-16 GB: heavy modded Minecraft, large Rust servers, modded ARK Evolved
  • 16-32 GB: extreme modded packs, large ARK Ascended servers, big communities

If you're not sure where you fall, start one tier below what you think you need. RAM upgrades are usually a click in the panel. So are downgrades. Over-provisioning by default wastes money and sometimes makes performance worse, especially on Java games.

If you want a host that lets you adjust RAM up or down without reinstalling your server, Server Heron supports live tier changes from the panel.