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Hytale

Hytale server requirements

From Hypixel Studios' current release documentation. Hytale publishes hardware figures on both sides — one set for playing the game, a separate minimum for running a server — and the first job of this page is to keep them apart, because they are different numbers for different machines. After that: what the server can be configured to do, and the resource relationships the manual states outright.

Early Access

Hytale is in Early Access, and its server platform is moving

Everything on this page was checked against Hypixel Studios' current release documentation on the date shown, and that date carries more weight for Hytale than for the other games here. The server APIs and configuration are actively changing: options get added, defaults get revised, and specifics that are accurate today can be stale within a patch or two. That applies to the published figures as much as the settings — a 4 GB minimum and a 12-chunk recommendation are current values rather than permanent ones. So treat all of it as the present shape of the server, and check the manual itself before you rely on a specific number. We would rather tell you the material is moving than present it as finished.

There is a second reason to be careful here. Hytale documentation exists in more than one channel, and pre-release material is often more detailed than what has actually shipped — which makes it tempting to quote. Everything on this page comes from the release channel only. Pre-release values are recorded separately and are never presented as current facts, because a value that has not shipped is not a requirement yet, however thoroughly it is documented.

Current published game requirements

Published by Hypixel Studios as the hardware for running Hytale itself. These are real official figures and they answer a real question: what you need to play. They do not describe a dedicated server, they are not repeated in the server section of this site, and nothing here converts them into server sizing. A figure that covers a game client was never a server figure.

Scope: The game on a player's own machine — never a dedicated server.

Published game requirementMemory, for playing the game

8 GB minimum and 16 GB recommended

The published figures for running Hytale on your own machine, and worth stating plainly what they are not. They are not dedicated-server requirements. A server runs no client — no rendering, no graphics, none of what these figures mostly cover — so pointing them at a server would be answering a question nobody asked. If you are here to size a server, these two numbers are the most tempting thing on the page and the least applicable.

Published game requirementProcessor, for playing the game

Published processor requirements for the game

Also a client figure, and treated exactly like the memory one: recorded as what it is, and not carried into the server section. The server manual publishes its own memory minimum but no processor requirement to match it, so there is nothing on the server side for this to be confused with — which is precisely why it would be easy to borrow. We have not.

Current published server minimum

Published in the official server manual as what the server needs to run. This is a genuine server-side figure, which is rarer than you might think, and the word that matters is minimum: it is the bottom of the range rather than a target. The manual documents several things that drive resource use above this floor, and attaches no figure to any of them, so this number tells you where to start and not where you will end up.

Scope: The floor for running the server itself — a minimum, not a sizing recommendation.

Published server minimumMemory, for running a server

At least 4 GB of memory

A real server-side figure, published by Hypixel Studios for the server rather than the game. Read the wording carefully: at least. It is the floor, not a recommendation for any particular server, and the manual goes on to document several things that push usage above it — player counts, entity counts, how much world is loaded — without publishing a figure for any of them. So this tells you the minimum to start with and nothing about where your own server lands. It is also not to be confused with the client figures: the 8 GB and 16 GB elsewhere on this site are for playing the game, and they are a different number for a different machine.

Published server minimumJava

Java 25

A software requirement rather than a hardware one, and worth checking before anything else — the server will not start without it. No amount of memory substitutes for the wrong Java version, and an older Java on a powerful machine is still an older Java.

Published server minimumArchitecture

Both x64 and arm64 are supported

Useful and slightly unusual: arm64 being supported means small ARM machines and ARM cloud instances are not ruled out by architecture. That is a statement about compatibility rather than capability — being able to run somewhere is not the same as having the resources to run well there.

Current dedicated-server configuration

Documented in the official server manual. These are capabilities and settings: things the server can do, and knobs you can turn. Knowing that a maximum-player setting exists tells you the server is configurable, and it tells you nothing about memory or processors. We are not treating the existence of a setting as evidence about hardware.

Scope: What the server software can be configured to do — not what hardware it needs.

Documented server capabilityMaximum players

A maximum-player configuration option exists

You can cap how many people join. That is the documented fact, and it is a smaller fact than it looks: the setting exists, and no published material connects a value you choose to an amount of memory or processor. A configurable ceiling is not a sizing guide.

Documented server capabilityMaximum view radius

A maximum view-radius configuration option exists, with a hard ceiling

How far the server tracks the world around each player, and the most documented setting on this list by some distance. It is the one the manual names as a main memory driver, the one it gives a recommended ceiling for, and the one whose hard limit comes with a stated technical reason. All of that is in the relationships below, and worth reading before you change this.

Documented server capabilityServer auto-update

A server auto-update configuration option exists

The server can keep itself current. Genuinely useful in Early Access, where updates arrive often — and relevant to how much attention self-hosting would need from you, rather than to what hardware it wants.

Documented server capabilityBackups

A backup configuration option exists

Backups are a configurable part of the server rather than something you bolt on. What the documentation gives us is that the option exists; the specific defaults are the kind of thing most likely to change while Hytale is in Early Access.

Documented server capabilityCrash recovery

A crash-recovery configuration option exists

The server can be configured to handle its own crashes. Worth knowing before you judge how much babysitting a server would need, and no indication either way about hardware — a recovery option is not a sign that crashes are expected.

Documented server capabilityMods and plugins

A mod and plugin configuration option exists

The server supports configuring mods and plugins. This is the gap people most want filled with a number, so to be explicit: the documentation establishes that mods are supported and configurable, and publishes nothing about what any mod costs a server. That cost depends on the mod, and no official table exists for it.

Documented server capabilityWorld saving and chunk unloading

Worlds support player and chunk saving, and chunk unloading

The server saves players and chunks, and unloads chunks it is not using. Unloading is the interesting half — it means the world held in memory at any moment is not the whole world — and the documentation stops well short of saying how much memory that amounts to.

Documented server capabilityDefault port

The default server port is 5520

The port people connect to unless you change it. A plain documented default, and a number that says nothing about hardware.

Documented server capabilityProtocol

The server uses QUIC over UDP

Worth knowing because it decides the next fact. QUIC runs over UDP, which is why the forwarding you need is UDP forwarding — a detail that catches people who assume every game server needs a TCP rule.

Documented server capabilityPort forwarding

Behind a router, forward UDP 5520 or the configured custom port; TCP forwarding is not required

The router work, stated precisely: one UDP rule for the port you are actually using, and no TCP rule at all. That last part is genuinely useful — it is one fewer thing to configure, and it means a TCP-only rule would leave you wondering why nobody can connect.

Documented technical relationships

A relationship Hypixel Studios state explicitly, recorded here in their terms and no further. These have direction and reasoning but no target number — they explain why a limit exists or why a cost grows, not how much hardware to provide. That distinction is the whole reason this category is separate: a relationship read as a formula becomes a figure nobody published.

Scope: A stated relationship between a setting and resource use, without any sizing figure.

Documented technical relationshipWhy the view-radius ceiling exists

The hard ceiling exists because the relevant work scales O(R^3), and an unbounded or misconfigured value could cause multi-gigabyte allocation during initial chunk tracking

The most technically specific statement in the whole source, and the one most likely to be misused — so it is worth being careful about what it does and does not say. It explains a safeguard: because the work grows with the cube of the radius, a value left unbounded could try to allocate gigabytes while it first tracks chunks, and the ceiling is there to stop that. Every part of that is documented and none of it is a sizing formula. It does not tell you how much memory to give a server at a sensible radius, and the cube relationship cannot be run forwards to produce one — it describes how a cost grows, not where it starts. The honest reading is narrow: raising this setting is not a small change, and the developers cared enough about that to bound it. For what to actually configure, the manual's own recommendation of 12 chunks is the published answer — and notably it is a chunk count rather than a memory figure.

Documented technical relationshipWhat drives processor use

High player counts and high entity counts are documented resource drivers

Two things named as pushing processor use up, and named without numbers. There is no published core count, clock speed or processor model for a server anywhere in the manual, so this is a direction to be aware of rather than a specification to buy against. Entity counts are the half people forget: it is not only how many players are connected but how much is alive and active in the world around them.

Documented technical relationshipWhat drives memory use

A large loaded world area is a documented RAM driver, including high view distance and players exploring independently

The useful insight here is that the driver is the loaded area rather than the player count directly. Players who split up and explore separately each pull their own region of world into memory, so four players in four places load more than four players standing together. High view distance does the same thing by making every player's region bigger. None of this comes with a figure — the manual names what grows and not by how much — so it is worth knowing which behaviours cost you memory even though nobody has published the price.

Documented technical relationshipView distance, and the recommended limit

View distance is identified as a main driver of RAM usage; limiting maximum view distance to 12 chunks (384 blocks) is recommended for performance and gameplay, with tuning to consider the expected player count

The most actionable thing in the manual, and the only place it gives a specific number to configure. Three things are worth separating. It names view distance as a main memory driver. It recommends a ceiling of 12 chunks, or 384 blocks, for both performance and gameplay reasons — so it is not purely a hardware limit. And it says to tune with your expected player count in mind, which is an instruction to think rather than a formula to apply. What it does not do is say what 12 chunks costs in memory, or what any other value costs, so the recommendation stands on its own without a figure attached.

Documented technical relationshipNew chunks and disk usage

Saving new chunks increases the world's size on disk

As players explore, the saved world grows. Straightforward, and it is about disk rather than memory — worth separating, because the two get conflated constantly. There is no published figure for how fast it grows or where it ends, so this is a direction to expect rather than a capacity to plan.

Sources, last checked:

What the server documentation does not currently publish

The manual publishes a server minimum and names what drives resource use above it. What it does not publish is a sizing table — anything mapping a player count, an entity count or a view distance onto an amount of memory or a processor. These are the mappings people expect to find, and each is absent: a statement about the documentation rather than about Hytale, and here so the gaps read as findings instead of oversights.

Not publishedA player-count to RAM sizing table
This is the gap that matters most, and it needs stating alongside what does exist: the manual publishes a 4 GB server minimum, and it documents that a large loaded world area drives memory use. What it does not publish is a table or formula taking a player count to an amount of memory. The drivers are named; the arithmetic is not provided, and we are not supplying it.
Not publishedA CPU core, clock speed or model requirement for a server
High player counts and high entity counts are documented as driving processor use. No core count, clock speed or processor model is published for a server anywhere in the manual — the client processor requirements are for the game, and they stay there.
Not publishedA formula converting view distance into required memory
The manual is specific here without being numeric about memory: view distance is a main RAM driver, 12 chunks or 384 blocks is the recommended maximum, and tuning should consider expected player count. Separately, the API documents that the hard ceiling exists because the work scales O(R^3) and a misconfigured value could cause multi-gigabyte allocation during initial chunk tracking. Neither statement says what any view distance costs in memory, and the O(R^3) relationship cannot be run forwards to produce a figure.
Not publishedA formula converting entity count into required RAM or CPU
Entity count is named as a processor driver. Nothing converts a number of entities into hardware.
Not publishedMods or plugins to required RAM or CPU
Mods and plugins are supported and configurable. Their cost is not documented, and it would depend on the mod in any case.
Not publishedWorld size to required RAM or CPU
Saving new chunks is documented as growing the world on disk. No relationship is published between world size and the memory or processor a server needs.

What we will not do about those gaps

A missing figure is an invitation, and this is our answer to it:

  • We will not relabel the published client figures as dedicated-server requirements. The 8 GB minimum and 16 GB recommended, and the published processor requirements, are for running the game on your own machine. The server has its own published minimum — at least 4 GB — and that is the figure that belongs in a server discussion. Two real official numbers for two different machines, and they do not substitute for each other in either direction.
  • We will not build RAM tiers above the published 4 GB minimum. The manual gives a floor and names what drives usage above it; it does not give a second figure, a range or a recommendation for any particular server. Inventing bands above that floor would mean publishing our numbers under Hypixel Studios' authority.
  • We will not convert player count, entity count or view distance into gigabytes. All three are documented as resource drivers, which is a direction. A driver without a coefficient is not a formula, and treating one as a formula is how invented sizing gets a respectable-looking source.
  • We will not turn the O(R^3) view-radius relationship into a memory recommendation. It is a documented explanation of why a hard ceiling exists, and running it forwards to produce a figure would mean inventing sizing from a safeguard. The relationship is real; the number it would imply is ours, and we are not publishing ours.
  • We will not fill the sizing gap with hosting-provider tables or community figures. They exist in quantity for Hytale, they are confident, and they are not Hypixel Studios'. Repetition is not verification.
  • We will not treat the existence of a setting as evidence about hardware. That a maximum-player option, a backup option or a mod option exists tells you the server is configurable. It says nothing about what the server needs.
  • We will not present pre-release documentation as a current fact. It is recorded separately and stays there until it ships.
  • We will not invent a recommendation to make this page look complete. An honest gap is more useful than a confident guess, particularly in Early Access, where a guess published today would be wrong quietly and for a long time.

Where to take this next

Back to Hytale