Garry's Mod Server Requirements Calculator

Garry's Mod runs on Valve's Source engine, and that single fact shapes everything about hosting it. Unlike many modern games, a GMod server's heaviest work — the physics, Lua scripting and entity simulation that make up a tick — runs on essentially one CPU thread. That means raw single-core clock speed, not core count or piles of RAM, decides whether your server runs smoothly or stutters when it fills up.

The other big variable is what you're running. A vanilla Sandbox, Trouble in Terrorist Town or Prop Hunt server is remarkably light and happily fits in 2 GB of RAM. A DarkRP or large community server loaded with hundreds of addons is a completely different animal. Use the calculator below to size RAM, CPU and bandwidth for your exact gamemode and player count, then read on for the accurate, no-fluff breakdown of why these numbers look the way they do.

Recommended RAM
Host plan
CPU
Storage
Bandwidth
Quick recommendations for Garry's Mod
SetupPlayersRAMNotes
Vanilla / light (Sandbox, TTT, Prop Hunt, Murder)up to 162 GBPlenty for stock gamemodes with a handful of addons. Real-world idle/loaded use is often only 500-800 MB; 2 GB gives comfortable headroom. Any modern 3 GHz+ core handles it.
Small modded serverup to 244 GBGood for a curated addon set (under ~50 addons) and a moderately scripted gamemode. SSD strongly recommended for fast map/addon loads. Keep tickrate at 33.
DarkRP / heavily moddedup to 328 GBDarkRP with hundreds of addons, custom jobs, entities and a large city map. RAM is driven by addon volume, not players. Single-thread CPU clock becomes the limiter long before RAM does.
Large community / multi-gig addonsup to 4816 GBBig DarkRP/community servers with multi-GB addon packs and custom maps. Use a high-clock CPU (3.4 GHz+), NVMe storage, and drop tickrate to 22 if the tick budget is exceeded. Schedule restarts to clear Lua/map memory creep.
Max-slot / 100+ planningup to 10032 GB100-slot DarkRP is achievable only with a top-tier single-thread CPU, NVMe, and aggressive addon/optimization discipline. Expect to lower tickrate to ~16-22 and split load across instances; the bottleneck is one CPU core, never RAM. 32 GB is the practical ceiling — more is overkill.

Garry's Mod dedicated server requirements explained

The Garry's Mod dedicated server is a free download from Steam (SteamCMD app ID 4020; the base game is app 4000). It runs on both Windows and Linux via SRCDS (srcds.exe / srcds_run). A free Game Server Login Token (GSLT) set with sv_setsteamaccount is mandatory — without it your server's listing ranking is penalized and it is effectively hidden from the public browser.

CPU — the one spec that really matters

Source-engine gameplay logic is effectively single-threaded. The entire per-tick simulation — physics, Lua, networking, entity think functions — runs on one core. As a result:

  • Single-core clock speed is the limiter. A fast 3.4 GHz core beats a slower many-core chip for one busy server. Target 3.0 GHz+ for modded servers; 3.4 GHz+ for DarkRP or high player counts.
  • Core count helps only indirectly — for running the OS, multiple separate server instances, or client-side multicore rendering. It does not speed up a single server's tick.
  • A 2-2.4 GHz core is fine for a small vanilla server; community reports say a 2.4 GHz dual core is marginal for 40+ player DarkRP.

RAM — driven by addons, not players

This is where expectations and reality diverge most. Vanilla and light gamemodes use surprisingly little memory:

  • Sandbox / TTT / Prop Hunt / Murder: often under 1 GB even when full. Busy stock servers commonly peak around 500-800 MB. 2 GB is comfortable.
  • Curated modded (under ~50 addons): 4 GB is a safe target for up to ~24 players.
  • DarkRP / heavily modded: 8-16 GB. RAM scales with the size and quality of your addon set — hundreds of addons and multi-gigabyte content packs are the cause, not the player count. Even large 100-slot builds rarely need more than 32 GB.

Poorly optimized addons can leak or bloat memory over hours, which is why scheduled restarts matter (see optimization).

Storage

The base server install plus a few maps fits in roughly 5-6 GB. SSD/NVMe is strongly recommended — not for capacity but for fast map and addon load times, which directly affect level changes and player join times. Storage grows when you add maps and addons (a big DarkRP install can be 10-20 GB+), not from player activity, so there's effectively no per-player disk cost.

Network and bandwidth

GMod's tick and rate settings govern ongoing bandwidth. At a 33 tickrate with typical sv_maxrate values (30000-100000), budget roughly 5-10 GB of egress per active player per month. Physics-heavy gamemodes and higher tickrates push that up. The larger consideration is content delivery: if new players download your addons directly from the game server, a big addon pack multiplies bandwidth per join — route downloads through an HTTP FastDL server or the Steam Workshop instead. A low-latency location near your playerbase and DDoS protection matter more than raw throughput for most communities.

Vanilla vs. modded summary

As a planning rule, a heavily modded DarkRP server needs roughly 2-3x the RAM and a noticeably faster single core than a comparable vanilla server. Size for your actual gamemode, and remember that when a full server lags, the cause is almost always the single-core CPU tick budget — not a shortage of RAM.

Optimizing a Garry's Mod server

Because gameplay is single-threaded, optimization is mostly about reducing per-tick work and tuning the network rates. The highest-impact changes:

Set a sensible tickrate

Launch with -tickrate based on player count and gamemode. Never run below a ~30 tick on light gamemodes; heavy servers trade smoothness for stability. A practical guide:

  • Light gamemodes (Sandbox/TTT/Murder): 66 is fine on a fast core.
  • 16-32 players: 33 (the common default).
  • 32-48 players: 22.
  • 48+ / max-slot DarkRP: 16 is common practice for large servers.

Rate and network cvars (server.cfg)

  • sv_minrate 20000 and sv_maxrate 100000 (or 0 for unlimited) for smoother play on good connections.
  • sv_minupdaterate 33 / sv_maxupdaterate 66 and matching sv_mincmdrate / sv_maxcmdrate to suit your tickrate.
  • fps_max 600 to cap server FPS sensibly (0 = uncapped).
  • net_maxfilesize 64 to allow larger transfers when not using FastDL.

Launch parameters

Use -disableluarefresh to stop constant Lua autorefresh recompilation in production, and -high plus -malloc=system for priority and memory allocation. Always run with -tickrate set explicitly rather than relying on defaults. Use net_graph 4 in-game to watch the server tick: if the sv value flashes red, the CPU tick budget is being exceeded and you should lower tickrate or trim addons.

Tame addons and entities

  • Keep the addon count lean — aim for under ~50 on smaller servers. Each heavy addon can add 100-500 MB and per-tick CPU cost.
  • Audit for badly written addons; one inefficient Think hook can tank a whole server.
  • Run automatic prop/entity cleanup every 15-30 minutes to stop physics objects from accumulating and burning tick time.

Scheduled restarts

Restart every 12-24 hours. This clears Lua/map memory creep and entity buildup that gradually degrade performance on long-running DarkRP and sandbox servers.

Offload downloads

Serve addons and maps via HTTP FastDL or the Workshop rather than the game server. This dramatically cuts game-server bandwidth and speeds up player joins, especially on large modded installs.

What to look for in a Garry's Mod host

Because GMod lives or dies by single-thread performance, the most important question to ask any host is about CPU clock speed, not core count. Look for modern processors with high per-core frequency (3.0 GHz+, ideally 3.4 GHz+ for DarkRP). A plan advertising \"many cores\" tells you little about how smoothly one busy server will run.

Other factors that genuinely matter for this game:

  • RAM headroom you can scale. Vanilla needs little, but if you might grow into DarkRP, choose a plan where you can move from 4 GB to 8-16 GB without migrating.
  • NVMe/SSD storage. This drives map-load and addon-mount speed, directly affecting level changes and join times.
  • DDoS protection. Public GMod servers are common targets; filtered networking is close to essential for community servers.
  • Low-latency location. Pick a datacenter near your playerbase — ping affects hit registration and feel more than bandwidth does.
  • Easy addon/Workshop management and FastDL support. The ability to attach a Workshop collection or HTTP download host saves enormous bandwidth and player-join pain.
  • Full FTP/SFTP and console access. You'll need to edit server.cfg, manage addons, and read logs; avoid locked-down panels that hide these.
  • Automated backups for your config, addons and DarkRP data.
  • GSLT support — confirm you can set sv_setsteamaccount, which is required for public listing.

Whether you self-host on a dedicated box or rent a managed slot, prioritize a fast single core, fast disk, protected networking and the freedom to configure files directly. Those four things determine the player experience far more than headline RAM or core numbers.

CPU note: Source-engine gameplay logic (server tick) is effectively single-threaded, so high single-core clock speed (3.0 GHz+) matters far more than core count. Extra cores only help run the OS, multiple separate server instances, or client-side multicore rendering (gmod_mcore_test) — they do NOT speed up one busy server. Choose CPUs with strong per-core performance.

Numbers are conservative real-world figures, not theoretical minimums. Vanilla and light gamemodes barely touch RAM (community reports of full Prop Hunt/Sandbox servers under ~800 MB), so RAM-per-player is small; the listed per-player figure mostly covers modded scripting and player entities. The decisive resource for any populated GMod server is single-core CPU performance. The modded multiplier (~3x) reflects how DarkRP and large addon packs balloon memory and CPU vs. stock. Storage is small (install + a few maps, roughly 5-6 GB); growth comes from adding addons/maps, not from player saves, so per-player disk is effectively 0. A free GSLT token (sv_setsteamaccount) is mandatory or the server is penalized in the listing and effectively hidden.

Frequently asked questions

How much RAM does a Garry's Mod server actually need?
Far less than most people assume for vanilla and light gamemodes. A Sandbox, TTT, Prop Hunt or Murder server commonly stays under 1 GB even when full — community reports show busy servers peaking around 500-800 MB. 2 GB is plenty for those. RAM only becomes a real concern with DarkRP and heavily modded setups, where hundreds of addons and multi-gigabyte content packs push you to 8-16 GB. RAM scales with addon volume, not player count. Above 32 GB is overkill for a single server.
Is CPU or RAM the bottleneck for a GMod server?
CPU, almost always. The Source engine runs its server-side gameplay simulation on essentially a single thread, so what matters is single-core clock speed, not how many cores you have. A fast 3.4 GHz core will out-perform a slower 16-core chip for one busy server. When a populated DarkRP server starts lagging, it is the per-core tick budget being exceeded — adding RAM or cores won't fix it. Optimize addons and lower tickrate instead. You can confirm this in-game with net_graph: if the 'sv' value spikes red, the CPU tick is overloaded.
Does adding more CPU cores make my GMod server faster?
Not for a single server's gameplay logic. Extra cores help you run multiple server instances side by side, handle the OS, or benefit client-side multicore rendering (gmod_mcore_test) — but one server's main simulation loop is single-threaded. Buy for clock speed first; treat core count as a way to host more separate servers, not to speed up one.
How much bandwidth does a Garry's Mod server use?
Plan for roughly 5-10 GB of egress per active player per month at a 33 tickrate with typical rate settings (sv_maxrate around 30000-100000 bytes/sec). Heavy prop/physics gamemodes and higher tickrates use more. The bigger one-time hit is initial content downloads (FastDL): if clients pull addons/maps directly from the game server, a large addon pack multiplies your bandwidth per new player — offload that to an HTTP FastDL host or the Steam Workshop.
What's the difference between hosting vanilla Sandbox vs. DarkRP requirements?
Vanilla Sandbox/TTT is light — 2 GB RAM and any modern fast core handles 16-32 players. DarkRP is in a different league: it is a deeply scripted economy gamemode usually run with hundreds of addons, custom jobs, entities, and large city maps. That drives RAM to 8-16 GB+ and demands the fastest single-core CPU you can get. As a rule of thumb, budget about 2-3x the resources of a comparable vanilla server for a heavily modded DarkRP build.
Do I need a Steam Game Server Login Token (GSLT) for my GMod server?
Yes. Garry's Mod uses Steam dedicated server app 4020, and you must set a GSLT via sv_setsteamaccount. Without a valid token your server's listing ranking is severely penalized and it is effectively hidden from the public browser. Generate one for free at steamcommunity.com/dev/managegameservers using base-game App ID 4000 (your Steam account needs a registered phone and must own the game). You need a separate token for each server you run.