Rust is one of the heaviest game servers. It loads the whole map into memory and simulates every entity: buildings, deployables, loot, animals, vehicles.
Baseline
- RAM: 8 GB minimum for any map; 12 GB for 3500+ with plugins; 16 GB for 100+ players. When RAM runs out the server crashes without a clear message.
- CPU: Rust uses one core for the main loop; single-core speed matters more than core count. Our Ryzen machines are well suited; pick at least 2 cores (200 %) for headroom.
- Disk: the map file grows with buildings; 20 GB is comfortable.
Numbers to watch
Console: perf 1 shows server FPS (the tick rate). 30 FPS is the default target; below 15 players feel it. server.fps shows the same.
What lags
- Entities:
entity.countin the console. Above 150 000 things get slow; huge bases and thousands of deployables are the cause. Plugins that decay abandoned bases (No Decay off, Abandoned Bases) help. - Plugins that hook player movement or every tick (some radar/anti-cheat plugins). Use
oxide.pluginstimings:pluginslists load time and hook time. - Map size: entity count grows with map size and player count.
- Animals and NPCs:
ai.thinkandai.npc_enable falseto drop NPC AI cost on PvP servers.
Settings that help
In Startup ADDITIONAL_ARGS or via console/server.cfg:
server.tickrate 30
server.saveinterval 300
fps.limit 60
SAVEINTERVAL in Startup (seconds) defaults to 60. A value of 300 is fine and reduces disk stalls. Keep it below 900 or a crash costs too much progress.