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Rust server RAM: how much do you need?

Rust memory is a question about the map, not the population. Going from a 4k map to a 5k one costs gigabytes; going from fifty players to a hundred costs a few hundred megabytes.

1200 Players
Server Scope / Mods

Recommendation

You need a server with at least

12GB

Engine / Base OS:
6 GB
Player Overhead:
+2.5 GB
Estimated Raw Usage:
8.5 GB
Suggested cores:
4
Disk to allow:
20 GB+

Very sensitive to single-core speed — this is where rubber-banding during firefights comes from.

View 12GB Plans

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What uses the memory in Rust

The server generates and keeps the whole procedural world itself, so seed and map size fix your minimum before a single player joins. Then the wipe cycle adds to it: foundations, walls and deployables are all persistent entities, which means the server is at its largest the day before a wipe and at its smallest just after one.

Rust server RAM by player count

The calculator above, run for 3 common sizes. Each figure is rounded up to a plan size people actually sell.

PlayersSmall Map (3k)Medium Map (4k)Large Map (5k+)
5012 GB12 GB16 GB
10012 GB16 GB24 GB
20016 GB24 GB32 GB

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Where people get it wrong

Starting from the slot count. Decide on the map size first, allow for how much it will grow over a whole wipe, and treat slots as an afterthought — thirty players on a 5k map want more memory than a hundred on a 3k map.

Plugins and custom maps

Most community servers run a plugin framework such as Oxide (uMod) or Carbon, and every plugin loaded is memory and main-thread time on top of the figures above. A handful of light quality-of-life plugins barely registers; dozens of plugins, or a few that track every entity, can cost as much as a step up in map size. Custom maps, loaded with server.levelurl, are the other wild card: they often carry far more prefabs than a procedural map of the same size.

Saves and disk

The whole map, with every base on it, is written to disk on a timer, every 600 seconds unless server.saveinterval says otherwise. Late in a wipe that file is large, and the save is the moment players feel a stutter. Fast storage shortens it; so does a smaller entity count, which is one more reason the server is at its heaviest the day before a wipe.

Rather not run the server yourself?

These tools are free and funded by the two hosting services we run. If you want a server that is already set up, here they are.

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