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Server Ram

Yodahans27 10/29/13 10:10 pm
272
10/30/2013 11:30 am
Whats a good amount of ram
to have for a server??? a minigame hub server 85slots
Posted by
Yodahans27
Level 13 : Journeyman Warrior
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Jetra
10/30/2013 8:53 am
Level 40 : Master Scribe
Moved to Server Help

/move
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aman207
10/29/2013 11:48 pm
Level 40 : Master Cake
You're probably going to need about 32gb if you plan on having 85 people on at once.
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Rogue
10/30/2013 11:30 am
Level 12 : Journeyman Crafter
Not remotely accurate if RAM is the only bottleneck. I would say much closer to 8gb for just an 85-person hub, but you need to consider CPU as well.

There are a few factors that affect your server's max capacity to hold people. CPU speed, RAM allocation, network speeds, and the type of server you have. Each of these play a different factor.

1) CPU Speed
Since natively Minecraft is not multi-threaded well, and most wrappers do not use multi-threading as well, this means that your CPU's clock speed is the main factor here. The higher a clock speed, the faster it can work. The more cores, the more it can do. If you have a dedicated server, then the number of cores are not really much to be concerned about. A CPU that has a higher clock speed and less cores is a better choice to host a dedicated server than a CPU with more cores but less clock speed as the cores will just idle.

2) RAM
This is one of the 2 major factors in determining the maximum number of players your server can hold. There is a simple calculation that can be done to give an approximate number of players per GB of RAM for a server.

Vanilla servers: Max players = ( (1024 * RAM) - 80 ) / 40

Craftbukkit: Max players = ( (1024 * RAM) - 240 ) / 90

These results were from a locally ran server using Ubuntu 11.10 64-bit on a Java 6 JRE and using the 1.2.5 RB 1.0. These numbers are just estimates, but should be close to what the actual numbers are.

3) Networking
Now, your network is the other large factor in determining your server's maximum player limits. A network can be quite limiting in your server, and also is a factor in determining lag for the server. If a host is located overseas, then expect lag regardless of any hardware the server has. To get your home network speeds for a home-hosted server, just go to http://www.speedtest.net and jot down your download and upload speeds.

Stages:
Stage 1 - Connection
During this, your server is communicating with the client and transferring data back and forth. Usually the data limits here are under 10 KB/s (yes, this is in kilobytes). This stage is usually not so bad with lag unless your server is already network-heavy or the server is performing a lot of operations already. During this, usually the CPU and any plugins that run during this state will cause you lag.

Stage 2 - Downloading
During this is when your network load is expected to be the highest. This is when the server starts sending any extra data to the clients and the chunks are being sent to the client to load. During this, the network client-side receives close to 100-120 KB/s. This means a server is pushing that much data, which is what the upload speeds are about.

Stage 3 - Updates
During this is when the network load is less than the Stage 2, since chunks updates are not as frequent and it is just individual updates to the server, so average loads there are signiifcantly less than that during Stage 2. Estimated and testing has shown this to use around on average 10-30 KB/s when no chunks are being loads and it is just block changes, movement, and other minor things.

Stage 4 - Movement
This stage is a mix of both Stage 2 and Stage 3, when you will see a spike in the network loads as chunks are being sent to the client, however they are not as long or as large as during Stage 2. Usually these updates cause an expected 50 KB/s download on the client.

To determine the maximum number of clients you can safely support, we will assume that the clients are all during the Stage 2 phase, when the server is transmitting the most data.

To get the players, you first have to do a few conversions.

1) If the speedtest results give you a number in Mb/s, then you need to convert that to Kb/s by multiplying the number by 1024

2) Divide the number now by 8 to get the KB/s.

3) Max players = (internet upload ) / 120

This is assuming though that everyone is connecting at once and that they are all downloading data, so if you wanted to push it, you can increase this number by about 50% if you really wanted to push the server to its limits.

4) Server Type
As expected, the vanilla server is the lightest of the server types, so it can hold the most players and run the fastest compared to the others, but suffers from lack of customizations. Bukkit servers require more, so they are "heavier" than vanilla, meaning that they cannot reach the limits of what Vanilla can, but have the benefit of more features. Tekkit is a mix of both, so their stats can be considered the heaviest as they have the limits of Bukkit and the limits due to the mods that are added. To list the order of which can support the most and are the fastest:

1) Vanilla - very few things added, least network, RAM, and CPU loads
2) Bukkit - depending on the plugins added, but usually more consuming in the RAM and CPU
3) Tekkit - depends on plugins, but is usually heaviest with RAM and CPU with the added mod
4) FTB - heavy in cases due to the mods, usually less than Tekkit though
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