How Much RAM Do You Need for a Game Server?
What RAM actually does on a game server, a per-game table to size from, what pushes the number up, and how to tell if you picked too little or too much.
6 min read · Updated Sep 23, 2026 · By GuavaHost Team
RAM is the part of a server plan that decides how much of your game world the server can hold at once. This guide explains what RAM actually does, gives you a per-game table to size from, covers the things that push the number up, and shows you how to tell whether you picked too little or too much.
What RAM does on a game server
RAM (random access memory) is the server's short-term working space. While the game runs, the server keeps all of this in RAM:
- The loaded world. The terrain around each player, and in games like Rust and ARK, the whole map.
- Entities. Mobs, creatures, tames, Pals, vehicles, dropped items and every placed block or building piece the game tracks.
- Player data. Positions, inventories, skills and the area each player has loaded.
- Mods and plugins. Their code and everything they store.
- The game engine itself. The baseline an empty server uses before anyone joins.
A useful way to think about it: RAM is the size of your desk, not how fast you work at it. A bigger desk lets you spread more out, but it does not make you think faster. When a server needs more desk than it has, it does not slow down gracefully. It stutters while it frees memory, or it crashes.
RAM by game
These figures come from our per-game guides, which explain the reasoning behind each one. They assume a normal world with sensible settings. Heavy modpacks and very old, very built-up worlds sit above them.
| Game | A small group | Bigger, busier or modded | Full guide |
|---|---|---|---|
| Minecraft Java (Paper or Purpur) | 2 GB for 2 or 3 friends on vanilla, 4 to 6 GB for up to about 10 players | 6 to 10 GB for 10 to 30 players, about 16 GB for 60 players with plugins | Minecraft RAM |
| Rust | 5 to 6 GB for a 3000 map and about 30 players | 7 to 8 GB for a 3500 to 4000 map, 10 to 12 GB for 4500, 16 GB or more for huge maps | Rust RAM |
| ARK: Survival Evolved | 8 GB, vanilla, a few friends | 10 to 12 GB for big maps or 10+ players, 12 to 16 GB modded | ARK RAM |
| ARK: Survival Ascended | 16 GB (plans start at 12 GB, enough for 1 or 2 players on a fresh map) | 20 to 24 GB populated or modded | ARK RAM |
| Palworld | 8 GB for 1 to 4 players | 10 to 12 GB for 5 to 10, 16 GB near the cap | Palworld RAM |
| Valheim | 3 to 4 GB vanilla, up to 10 players | 6 GB with BepInEx mods, 8 GB for big mod lists | Valheim RAM |
| Project Zomboid | 2 to 3 GB for 2 to 4 players | 6 to 8 GB for 10 to 16 players, 8 to 12 GB or more with big map mods | Zomboid RAM |
| Enshrouded | 6 GB for 1 to 3 players (plans start at 4 GB) | 8 GB for 4 to 8, 10 to 12 GB near the 16-player cap | Enshrouded RAM |
| Terraria / tModLoader | About 2 GB vanilla | 3 GB light tModLoader, 4 to 6 GB or more for big content mods | Terraria RAM |
| Don't Starve Together | 2 GB (surface and caves) | 4 GB with mods, 6 GB for a large public server | DST RAM |
| RuneScape: Dragonwilds | 4 GB for 2 players | 6 GB for 4, 8 GB for the full 6 | Dragonwilds RAM |
| Hytale | 8 GB for a few friends | 10 to 12 GB for 10 to 20 players, 12 to 16 GB for a busy public server or a big mod list | Hytale RAM |
| Minecraft with Geyser | 2 GB for a few friends, 4 GB recommended | More as Java plugins and players grow | Geyser explained |
For games without a guide of their own, the smallest plan on each game page is the floor we sell: 2 GB for Minecraft Bedrock and Counter-Strike 2, and 1 GB for a Discord bot.
What pushes the number up
- Mods and plugins. Usually the biggest single factor. A large modpack can multiply what the same world needs vanilla several times over.
- World or map size. A 4500 Rust map, a Large Terraria world or an ARK DLC map simply has more in it to hold.
- View distance. In Minecraft, each player loads a square of chunks around them. At view distance 8 that is roughly 17 by 17, about 289 chunks. At 12 it is roughly 25 by 25, about 625 chunks, more than double. See view and simulation distance.
- Players spread out. Ten players in one town share loaded chunks. Ten players exploring in ten directions do not. We cover this in do more players need more RAM?
- World age. Bases, tames, Pals and storage pile up over weeks, and all of it is loaded and simulated.
- Long uptime. Many servers creep upward the longer they run. A daily restart clears it.
- More than one process. Each ARK cluster map is its own server with its own memory, and Don't Starve Together runs two shards, the surface and the caves.
A simple way to pick
- Find your game in the table and choose the column that matches your realistic peak of players online at once, not the number of people in your Discord.
- If you already know you want mods, start from the right-hand column.
- Play normally for a week and watch the memory graph in your panel at your busiest time.
- Aim for your peak to sit around 70 to 85 percent of the limit. That leaves room for spikes like a world save or a boss fight.
If you sit near the limit for long stretches, go up a step. If you never pass half, you can go down. On GuavaHost you can change RAM any time from guavahost.com/account, billing is prorated, and your world is untouched. See changing your server RAM.
Signs you picked too little
- The memory graph is pinned at the limit during play.
- The server crashes with out-of-memory messages, or stops suddenly with no game error at all.
- Everyone freezes for a moment every few seconds or minutes.
- It crashes while loading the world or a modpack.
Our guide to signs your server is running out of RAM lists the exact log lines to look for.
Signs you picked too much
- Memory never climbs past about half, even at peak.
- The server still lags even with plenty of free memory. That lag is coming from somewhere else, usually the CPU.
Too much RAM does not hurt the server. It just costs money that could go elsewhere.
Why more RAM is not always faster
- RAM only helps when you are short. Once the world fits, extra memory sits empty. It does not make ticks faster.
- Game logic speed comes from the CPU. Most game servers do their core simulation on one main thread, so single-core speed decides how much they can do each tick. See CPU vs RAM and reading TPS and MSPT.
- Java has its own quirks. Minecraft Java hands its memory to a garbage collector (the part of Java that clears out data the game no longer needs). A heap far bigger than the world needs does not speed anything up, and Java also needs some memory outside the heap for itself, so the heap should always be set a little below the plan's total.
- RAM does not change ping. If one player lags and everyone else is fine, that is distance and connection, not memory. See lag vs ping.
Start with an honest estimate, watch real usage, and adjust. That beats guessing high and paying for memory the game never touches.
Still stuck? Jump into our Discord at discord.gg/GuavaHost and the team will help you out.
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