Privacy notice This website only uses technically necessary cookies. Statistics, marketing and external services are not loaded without JavaScript. Learn more in our Privacy Policy.
Privacy notice This website uses only technically necessary cookies. Statistics, marketing and external services are not loaded without JavaScript. Read more in our Privacy Policy.
Informacja o prywatności Ta strona używa wyłącznie technicznie niezbędnych plików cookie. Statystyka, marketing i usługi zewnętrzne nie są ładowane bez JavaScript. Więcej w naszej Polityce prywatności.
Information sur la confidentialité Ce site n’utilise que des cookies techniquement nécessaires. Les services de statistiques, de marketing et les services externes ne sont pas chargés sans JavaScript. Plus d’informations dans notre Politique de confidentialité.
Avviso sulla privacy Questo sito usa solo cookie tecnicamente necessari. I servizi statistici, di marketing ed esterni non vengono caricati senza JavaScript. Maggiori informazioni nella nostra Informativa sulla privacy.
Aviso de privacidad Este sitio web solo usa cookies técnicamente necesarias. Los servicios de estadística, marketing y externos no se cargan sin JavaScript. Más información en nuestra Política de privacidad.
Privacymelding Deze website gebruikt alleen technisch noodzakelijke cookies. Statistiek-, marketing- en externe diensten worden zonder JavaScript niet geladen. Meer hierover in onze Privacyverklaring.
Privatlivsinformation Denne hjemmeside bruger kun teknisk nødvendige cookies. Statistik-, marketing- og eksterne tjenester indlæses ikke uden JavaScript. Læs mere i vores Privatlivspolitik.

Halloween at Nexthosting: 10% off game servers with the code – until November 1

Back to the blog
Nexthosting Guide

Planning Server Resources: Baseline, Buffer, Growth

Plan server resources: measure a baseline, size RAM and storage with a 1.5–2x buffer, pick CPUs by single-core clock speed, use NVMe for critical paths.

Sep 24, 2026 110 views
Planning Server Resources: Baseline, Buffer, Growth

When planning server resources, size from the workload: generous RAM and storage with a buffer (factor 1.5 to 2), and CPU by single-core clock speed rather than core count. Key tuning levers are parameters such as OneSync for FiveM, simulation and view distance for Minecraft, and NVMe storage as the basis for latency-critical paths. The following sections show the calculation method, rules of thumb per workload, and concrete tuning values for day-to-day operation.


In short:

  • For reliable sizing of server resources, a real baseline, measured from the current CPU, RAM, and I/O load, is essential.
  • The RAM and storage buffer should be 1.5 to 2 times the baseline to handle load spikes and future growth.
  • Game servers benefit from a high single-core clock speed and NVMe storage, while databases need the hot set entirely in RAM and NVMe in RAID 10.
  • On game servers, load can be reduced mainly through targeted configuration settings such as distance parameters and entity culling.
  • For pure game traffic, a 1 Gbit/s internet connection is usually enough; internal bandwidth matters more for replication and backups.

Nexthosting
The right server resources for your growth
Nexthosting offers high-performance game servers, VPS, and dedicated servers with DDoS protection and personal support in Germany.
Discover server solutions

Table of contents

How do you calculate a baseline for server resources?

The method follows three steps: measure the baseline, build in a buffer, plan for growth. Without a baseline, you are planning blind, because every buffer calculation requires a real number.

  1. Determine the baseline: Measure current CPU, RAM, and I/O load under real player load, not at idle. For a database, the so-called hot set is decisive, meaning the data that is actually read constantly. If this hot set fits into 6 GB of RAM, for example, that is your baseline for memory.
  2. Calculate the buffer: For RAM and storage, calculate 1.5 to 2 times the baseline, because otherwise load spikes and growth immediately lead to bottlenecks. With a hot set of 6 GB, you end up with a target size of 9 to 12 GB. For the CPU, a moderate buffer is enough, since compute cores are easier to add during operation than RAM architectures.
  3. Plan for growth: Assume a time horizon of six to twelve months of player or data growth before you need the next hardware tier.

For network bandwidth, a simple conversion applies: one terabyte of traffic per month corresponds to roughly 3 Mbit/s of sustained load, and a 1 Gbit/s connection can theoretically move about 330 terabytes per month. This rule of thumb also gives you the basis for restore times, which follow in the section on network and backup.

Rules of thumb for game servers, databases, and backup targets

Every workload has its own logic, and anyone who sizes all servers using the same scheme wastes money in the wrong place.

  • Game servers: A few fast cores beat many slow ones. Plan 8 to 16 GB of RAM per instance group and generally rely on NVMe storage, because game servers are latency- and tick-sensitive, as analyses of dedicated gaming servers show. A server with a high single-core clock speed often delivers better tick rates on FiveM or Minecraft than a model with twice the core count and a lower clock speed.
  • Databases: The hot set belongs entirely in RAM, plus a 50% reserve for index growth. For the actual data, NVMe in RAID 10 is recommended, because random reads have the strongest impact here. Replication between multiple database nodes needs additional internal bandwidth, which should be calculated separately from the public connection.
  • Virtualization: RAM is almost always the limiting factor, not the CPU. Add up all guests and add 4 to 8 GB for the host itself, more with ZFS file systems, so the host never comes under swap pressure.
  • Backup targets: Capacity comes first, then speed. A RAID configuration with redundancy is mandatory, and you should calculate the restore time in advance, not only in an emergency.

Which tuning levers reduce load on FiveM and Minecraft?

On game servers, the biggest lever is rarely more hardware but the configuration itself. With OneSync, FiveM uses a system of routing buckets and culling that limits the number of entities synchronized at the same time. The native command SetEntityDistanceCullingRadius reduces entity streaming in a targeted way and thus directly lowers server load, as the OneSync documentation describes. For very large FiveM communities, it is also worth offloading voice services such as separate Mumble instances instead of running everything through one process.

In Minecraft, two parameters directly affect CPU and I/O load: simulation-distance and view-distance in the server.properties. Both default to 10 chunks. If you have lag problems, reduce the simulation distance first, since it controls entity calculations and redstone ticks, while the view distance mainly affects visibility range and network transfer.

  • Pool sizes on FiveM are startup arguments, not runtime settings. A mismatch between client and server pool size leads to automatic client restarts.
  • Too many simultaneously visible entities overload even powerful CPUs, regardless of core count.
  • Test changes step by step: reduce distance, measure tick rate and timeout events, and only then lower the next level.

Pro tip: Change only one parameter per test run. If you adjust simulation distance and entity pool at the same time, you cannot say later which value brought the improvement.

How much bandwidth and I/O does a server really need?

The calculation from the baseline section can be reused directly: 1 TB of traffic per month corresponds to roughly 3 Mbit/s of sustained load, and a 1 Gbit/s port comes to about 330 TB per month. For pure player traffic on a mid-sized FiveM or Minecraft server, that is usually more than enough.

A 1 Gbit/s connection can theoretically handle about 330 TB of data volume per month.

It gets more interesting with so-called east-west traffic, meaning internal communication between servers for replication, backups, and restores. Here, internal bandwidth often matters more than the public connection, because restore windows are business-critical and nobody wants to wait hours for a backup to be restored.

An example makes the difference clear:

  1. A 4 TB backup over a 1 Gbit/s link takes about 9 hours of transfer time in theory.
  2. Over a 10 Gbit/s connection, that drops to roughly 55 minutes.

For latency-sensitive paths such as database replication or live restores, NVMe storage is almost always the better choice compared to SATA SSDs or conventional hard drives, because random I/O accesses are processed significantly faster there.

How do I know when I need to scale?

Monitoring decides whether a decision is based on gut feeling or on data. You should keep an eye on five values at all times:

  • Single-core utilization: Often more meaningful than total CPU load on game servers, because ticks frequently run on one core.
  • RAM usage including buffer: If the free reserve drops below 25% for a sustained period, things get tight.
  • Disk IOPS and latency: Rising response times on storage accesses are an early warning signal, especially for databases.
  • Tick drops: Regular tick dropouts point to CPU or network bottlenecks, not necessarily to a lack of RAM.
  • Player timeouts: If dropped connections pile up, the problem is often closer to the network or tick rate than to raw compute power.

When deciding between scale-up and scale-out, a simple rule helps: stateful services such as game servers or databases usually benefit from scale-up, meaning more performance on the same instance, while stateless services distribute well across multiple instances. Test larger changes on a single instance first, before rolling them out across the entire infrastructure.

Checklist: How to start with the right configuration

Three rough templates help you get started: a small Minecraft server for up to about 20 players often gets by with 6 to 8 GB of RAM and NVMe storage, a mid-sized Rust or Valheim server needs closer to 16 GB of RAM because of world size, and a regional FiveM instance benefits more from a high single-core clock speed than from additional cores.

  1. Test a backup restore once for real, not just the backup itself.
  2. Set up monitoring for CPU, RAM, I/O, and tick rate before the server goes live.
  3. Define DDoS protection and a snapshot plan in advance.
  4. Plan a buffer reserve and, after two to four weeks, check real live values against the baseline.

Personal perspective: Why thinking in slots is the wrong question

Most mistakes happen because operators think in slots instead of hardware parameters. Slots are a price tag, not a technical quantity, and anyone who buys only by player count completely ignores single-core load, the RAM hot set, and I/O patterns. Providers with an NVMe foundation and flexibly scalable VPS and dedicated options make this iterative approach practical, because resources can be adjusted afterward without having to rebuild the entire infrastructure.

— Erik

Server solutions that fit your planning

The method in this article only works if the hardware keeps up: NVMe storage, sufficient single-core performance, and a buffer for growth. Nexthosting offers game servers for Minecraft, FiveM, Garry’s Mod, and other titles, as well as flexible VPS servers with NVMe SSD and DDoS protection included at no extra charge. If you have measured your baseline and are now looking for a suitable starting configuration, the game server category page offers plans for different games at different prices. For projects with higher RAM or CPU requirements, it is worth looking at larger VPS tiers if your own baseline is above the base plans. Support helps with setting up tuning parameters such as simulation distance or OneSync configuration. Look at your current setup, compare it with your calculated baseline, and switch straight to the matching tier if needed.

Sources

For a deeper dive into game server tuning, the OneSync documentation provides all the routing bucket details, the Minecraft Wiki page on server.properties explains every configuration parameter, and the sizing guide for dedicated servers substantiates the baseline-buffer method. In addition, the Infrawire article on dedicated gaming servers provides background on the single-core priority.

FAQ

How much RAM does a game server really need?

It depends on the game, but as a rule of thumb, plan on 8 to 16 GB per instance group for titles like Minecraft or Rust. More important than the absolute number is a buffer of 1.5 to 2× over the measured baseline.

What is the difference between view distance and simulation distance?

In Minecraft, view distance controls how far players can see and how many chunks are sent to the client. Simulation distance determines how far redstone, mobs, and other calculations stay active, and it has a greater effect on CPU load, as the official configuration page describes.

When should I choose scale-up instead of scale-out?

Stateful services such as game servers or databases usually benefit from scale-up, meaning more performance on the same instance, because they are hard to distribute. Stateless components, on the other hand, can be split well across multiple instances in a scale-out model.

How much bandwidth does a server with 4 TB of traffic per month need?

By the rule of thumb, 4 TB per month equals roughly 12 Mbit/s of sustained load, far below the capacity of a 1 Gbit/s connection. For internal replication and restores, higher internal bandwidth is still worthwhile, regardless of public traffic.

How much does a suitable game server cost at Nexthosting?

Prices start at €7.99 per month for Minecraft and go up to €17.99 per month for Rust, each visible on the game server category page. VPS plans with more control over resources start at €6.49 per month on the VPS overview.