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Game Server Hosting Guide: How to Choose

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Game Server Hosting Guide: FiveM, Minecraft, MTA and TS3

There is one rule that decides a game server purchase: because game servers do most of their work on a single core, what matters is not core count but the processor's clock speed and generation — and what defines player experience is not average performance but latency in the worst moments. RAM crashes the server when it runs out, but once you have enough, more of it does not raise TPS. This guide covers how much capacity FiveM, Minecraft, MTA and TeamSpeak actually need, what to check on location and DDoS protection, and the difference between a managed panel and your own server.

How much capacity does each game need?

Game server resource guide: RAM requirements for FiveM, Minecraft and MTA

Requirements vary sharply by game. The ranges below are practical starting points by concurrent player count.

FiveM (GTA V roleplay)

The most demanding category, because load comes not only from players but from loaded resources and custom assets.

  • 20–30 players, small RP: 8–12 GB RAM
  • 30–64 players, medium RP: 12–16 GB RAM
  • 64–128 players, large RP: 16–24 GB RAM
  • Heavy modded with 100+ resources: 20–32 GB RAM

An empty server uses around 2–3 GB; the rest is determined by the scripts and assets you load. Because FiveM runs largely on one thread, clock speeds above 4.5 GHz and a large L3 cache make a visible difference. Current-generation processors such as the AMD Ryzen 9 9950X fit this profile.

Minecraft

  • Paper (plugins), 1–10 players: 4 GB
  • Paper, 10–30 players: 4–8 GB
  • Paper, 30–60 players: 8–12 GB
  • Modded, 10–20 players: 8–16 GB
  • Heavy modpacks: 12–16 GB

For detailed sizing and settings, see our Minecraft server buying guide.

MTA:SA and SA-MP

Comparatively light: a typical install runs comfortably on 2–4 GB RAM, with most load generated by scripts. We covered sizing and latency tuning in how much RAM an MTA server needs and how to lower ping on an MTA server.

TeamSpeak and voice servers

The lightest on CPU and RAM, but with different network behaviour: bandwidth scales not with user count but with the number of simultaneous speakers. In a ten-person channel with one speaker, the server relays to nine people; with two speakers, that figure doubles. What matters on a voice server is therefore not RAM but upload capacity and jitter.

Why the processor, not the RAM?

The most expensive reflex among new server owners is upgrading RAM the moment lag appears. Adding RAM helps only if you were genuinely memory-starved. As one guide puts it: adding RAM to a server with a slow CPU is like adding fuel tanks to a car with a broken engine.

The real bottlenecks on game servers are:

  • Single-core saturation: Heavy scripts, dense redstone, many concurrent events.
  • Entity counts: Mob herds, dropped item piles, runaway farms.
  • Database latency: MySQL queries in particular on FiveM RP servers.
  • Disk speed: Startup and resource loading differ noticeably between NVMe and SATA.

So the first question when choosing a server is not "how many GB of RAM" but "which processor model and generation, and are the cores reserved for me".

Shared resources: a game server's worst enemy

On a game server, consistency beats average speed. If another customer on the same physical machine starts a backup or takes an attack and your server slows down, your players experience it as rubber-banding and lag.

That makes reserved resources more important than the numbers on the spec sheet. Checking is easy: run top on Linux and read %st (steal time) on the CPU line. Consistently above 10% during busy hours means the physical host is overloaded and your TPS is not in your hands. We covered the whole topic in our guide on the difference between VDS and VPS.

Location: the gap optimisation cannot close

If your player base is in Turkey, hosting in Turkey saves 40–60 ms on every packet compared with overseas locations. No script optimisation and no RAM upgrade recovers that, because the cause is distance, not software.

In competitive games and roleplay servers players feel this directly and choose servers accordingly. Serving a domestic audience from abroad hands your competitors a structural advantage.

DDoS protection: not negotiable on a game server

Game servers are among the most heavily targeted categories. Current industry data puts gaming at roughly 19% of DDoS attacks, and 56% of network-layer attacks are UDP floods.

Why does that matter? Because game traffic runs largely over UDP, and conventional web protection does not cover UDP. The right questions for a provider are not "how many Gbps" but:

  • Which layer does protection operate at — L3/L4, L7, or both?
  • Are UDP floods covered?
  • During an attack, is the IP null-routed, or is traffic scrubbed and the legitimate portion delivered?
  • Does protection engage automatically, or does it require a support ticket?

Null-routing is not a protection method: the attack stops because your server stops too. We explained what Gbps figures mean in practice in our DDoS protection capacity guide, and why Cloudflare is not enough for game servers in does Cloudflare protect game servers.

Managed panel or your own server?

There are two ways to rent a game server:

Managed game server panel

One-click setup, a ready interface, low barrier to entry. Reasonable for small communities and first-time owners. In exchange you are limited on Java versions, JVM flags, installing additional services and running multiple instances.

Your own VDS

Full control: you decide the operating system, versions, firewall, backup scheme and how many game servers to run. If you plan multiple worlds, a proxy network (BungeeCord/Velocity), a separate database or bots, it is the only sensible option. In exchange, system administration is yours.

Ask yourself this: a year from now, how many servers and services will you be running? If the answer is more than one, your own server is cheaper from the start.

Pre-purchase checklist

  • Do you have the processor model and clock speed in writing?
  • Are the cores reserved or shared?
  • Is storage NVMe M.2?
  • Is traffic unmetered, and what is the port speed?
  • Does DDoS protection cover UDP, and does it engage automatically?
  • Is the location close to your target player base?
  • Can you reboot, reinstall the OS and reach the console from the panel?
  • Are backups included?
  • Are resource upgrades done in place?
  • What are the support hours and languages?

Domain and connection experience

A serious game server is advertised with a domain, not an IP. In Minecraft an SRV record lets players connect using the domain alone, without a port; in FiveM and other games, using a domain matters for permanence and brand perception.

You will find every DNS record type in our DNS records guide, and you can register your domain from our domain search page. All registrations include free WHOIS privacy.

Nubitro game servers

Nubitro game servers: Istanbul location, NVMe M.2 SSD, 1 Gbps unmetered traffic and 200 Tbps+ DDoS protection

Nubitro game servers run in Istanbul, Turkey on AMD Ryzen 9 9950X processors with NVMe M.2 SSD storage and 1 Gbps unmetered traffic. The infrastructure carries 200 Tbps+ DDoS protection as standard, and because resources are assigned through hardware partitioning, neighbour load does not reach your TPS.

Our per-game plans: FiveM servers, Minecraft servers, MTA servers and TeamSpeak 3 servers. To build your own configuration, see Ryzen VDS plans, or dedicated servers for higher capacity.

To see everything on one page, visit the Nubitro homepage.

Frequently Asked Questions

What does a 64-player FiveM server need?

For a mid-sized RP setup, 12–16 GB RAM is a reasonable starting point, but the real driver is how many resources you load. Above 100 resources, plan for 20 GB or more. On the CPU side, high clock speed is essential.

More cores or higher clock speed?

For game servers, clock speed. FiveM and Minecraft run largely on one thread; extra cores help with background tasks and running multiple instances.

I added RAM and the lag stayed. Why?

Because memory probably was not the problem. Measure single-core load, entity counts and database query times first. In Minecraft, lowering simulation-distance alone often solves it.

Why are shared resources a problem on a game server?

Because game experience is defined by the worst moment, not the average. A brief freeze once a minute caused by neighbour load never shows in average graphs but is felt instantly by players.

Will Cloudflare protect my game server?

Standard Cloudflare services are for HTTP/HTTPS traffic. Since game servers mostly use UDP, that protection does not cover game ports. A game server needs network-level protection that includes UDP.

How many players can one server hold?

Look at tick time rather than player count. Once the server starts exceeding its per-tick budget, adding players degrades the experience; at that point you need either optimisation or a network split across instances.

Summary

  • On game servers, single-thread performance decides, not core count.
  • FiveM RP needs roughly 8–12 GB at 20–30 players and 12–16 GB at 30–64.
  • Minecraft Paper handles 10–30 players on 4–8 GB.
  • MTA and SA-MP typically run on 2–4 GB.
  • On voice servers, upload capacity and jitter matter more than RAM.
  • Once RAM is sufficient, more of it does not raise TPS.
  • Without reserved resources your TPS is not under your control — measure it with %st.
  • A Turkish location is worth 40–60 ms for domestic players.
  • Gaming takes roughly 19% of DDoS attacks; 56% of network attacks are UDP floods.
  • Null-routing is not protection; traffic needs to be scrubbed.
  • If you will run more than one service, your own VDS is cheaper from the start.
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