Fits your load
VPS Mini
2 vCPU, 4 GB DDR5, 40 GB NVMe, 2 TB traffic
₹1,780$18.99/mo
Deploy MiniAbout MiniWhat a Assetto Corsa server needs in CPU, memory, disk and bandwidth, by player count. Change the numbers for your own server; the sources are listed below.
Fits your load
2 vCPU, 4 GB DDR5, 40 GB NVMe, 2 TB traffic
₹1,780$18.99/mo
Deploy MiniAbout MiniRoom to grow
2 dedicated cores, 8 GB DDR5, 100 GB NVMe, 8 TB traffic
₹4,970$52.49/mo
| Players | CPU | Memory | NVMe | Traffic a month | Fits your load | Room to grow |
|---|---|---|---|---|---|---|
| 8 | 2 cores | 2 GB | 30 GB | 408 GB | VPS Mini | VDS MicroCore |
| 16 | 2 cores | 3 GB | 30 GB | 816 GB | VPS Mini | VDS MicroCore |
| 24 | 3 cores | 3.5 GB | 30 GB | 1.2 TB | VPS Starter | VDS FusionCore |
| 32 | 3 cores | 4.5 GB | 30 GB | 1.6 TB | VPS Starter | VDS FusionCore |
Traffic assumes 35% of the player cap online on average across the month; change it under Assumptions in the calculator.
Minimum (Steam client requirements): Processor: AMD Athlon X2 2.8 GHZ, Intel Core 2 Duo 2.4 GHZ; Memory: 2 GB RAM; Storage: 15 GB. Kunos has never published separate dedicated-server hardware requirements.
Recommended (Steam client requirements): Processor: AMD Six-Core CPU, Intel Quad-Core CPU; Memory: 6 GB RAM; Storage: 30 GB
Kunos never published hardware requirements for a dedicated server, either for the original acServer or for AssettoServer, the actively maintained community C#/.NET server this entry models (used with Content Manager on the client side, per the assignment). The only official numeric anchors available are Kunos' 2014 Steam client (single-player) requirements, which include client-side graphics/physics load a headless server does not carry. RAM, CPU, disk and bandwidth figures here are derived estimates built from AssettoServer's own default configuration and documented features, not a published sizing table. Confidence on this game is lower than the others in this set for that reason.
| Port | Protocol | Used for |
|---|---|---|
| 9600 | UDP | game (default UDP_PORT, configurable) |
| 9600 | TCP | game handshake (default TCP_PORT, configurable) |
| 8081 | TCP | HTTP server info / lobby registration (default HTTP_PORT, configurable) |
Game server hosting: every game we size, the protection each one gets, and the plan for it.
DDoS protection is on every Clouduxe plan. How Prism handles game traffic.
About 2 GB for 8 players and 4.5 GB for 32, before ai traffic density (assettoserver). AssettoServer is a lightweight .NET relay/session server (car physics run client-side, per Assetto Corsa's own C++ client / Go original-server split documented on Wikipedia); no official dedicated-server RAM table exists. Base and per-player figures are a conservative derived estimate for a plain PvP lobby with no AI traffic; the mods multiplier represents AssettoServer's signature AI traffic feature, which adds real server-side simulation load and is the actual documented driver of extra RAM/CPU, not player count alone.
2 for 8 players, 3 for 32. The server is single-thread heavy, so the clock speed of one core matters more than how many cores it has. No official CPU sizing exists. A plain relay lobby (no AI traffic) is not CPU-heavy per player. AssettoServer's own FAQ confirms AI traffic density (AiPerPlayerTargetCount / MaxAiTargetCount) scales with player count and is a documented CPU driver for freeroam/AI-traffic servers (e.g. Shutoko Revival Project style setups), captured here via the mods multiplier rather than the base player-scaling term.
About 450 kbit/s of upload per connected player, so 7.2 Mbit/s with 16 players online and about 816 GB a month if 35% of that cap is online on average. No official bandwidth figure exists. AssettoServer's own default server_cfg.ini sets CLIENT_SEND_INTERVAL_HZ=20 (each client sends position/state updates 20 times per second), and the server relays every client's state to every other client (an all-to-all topology), so total server egress grows faster than linearly with player count, not per-player linearly. This figure linearizes that relay cost around a ~20-player lobby using the sourced 20Hz rate and an assumed compact UDP state-packet size; treat it as a floor, and expect meaningfully more than this simple multiple at 24-32 players.
For 16 players, VPS Mini fits the load and VDS MicroCore leaves room to grow. Every plan includes DDoS protection: 17 Tbps of upstream mitigation plus Clouduxe Prism on the server.
Sized for 16 players, with DDoS protection included. Or talk to us about a bigger server.