Game loop and scripts
Heavy plugins or scripts can increase CPU demand independently of player count.
Players · content · world · backup · growth
Choose one of 50 games and its expected workload to estimate starting CPU, memory, and storage needs. Compare the result with suitable resource profiles.
The result is a starting estimate. Reassess it using busy-session CPU, memory, and storage measurements after deployment.
Estimated CPU, memory, storage, and a suitable resource profile appear here.
Enter expected peak concurrent players rather than total community membership.
Consider mods or plugins, world size, backups, and expected growth together.
After deployment, update the decision using busy-session CPU, memory, and storage measurements.
CPU, memory, and storage represent different bottlenecks.
Heavy plugins or scripts can increase CPU demand independently of player count.
Worlds, maps, extensions, and active player data shape memory use together.
Include world saves, logs, and retained backups in addition to installation files.
Understand what the result means and how to use it.
No. It is a starting estimate based on your inputs. Measure the current game version and actual software mix under a representative load.
Enter expected peak simultaneous players, not total registered or invited members.
Use light for a small set of simple extensions, medium for several functional additions, and heavy as a starting point for large modpacks or script-heavy setups.
The margin leaves capacity for more players, a larger game world and new content. Choose it based on the growth you expect, since unused capacity still costs money.
Yes. When the estimate matches an available plan, the order button in the result opens checkout in the customer panel. Running the calculation does not place an order.