RE:NODE

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ARK server RAM: Ascended and Evolved

ARK server memory by map, tribe count and mods for Survival Ascended and Evolved, the ini settings that set the ceiling, clusters, and why saves freeze.

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An ARK: Survival Ascended dedicated server needs 10 to 12 GB of memory for a fresh map with a handful of players, 14 to 16 GB for an established map with ten to twenty players and many bases, and about 4 GB more for a substantial mod list. ARK: Survival Evolved, the older Unreal Engine 4 version, runs the same situation in roughly 6 to 8 GB fresh and 10 to 12 GB established. Every map in a cluster is its own server with its own allocation, so a three-map cluster is three of these numbers, not one. The player count is the least important input: ARK's memory follows tamed creatures and structures, and six players with a breeding programme can cost more than twenty still punching trees.

What an ARK server keeps in memory#

An ARK server is an Unreal Engine dedicated server running one map. Its memory is made of a large fixed floor and a part that grows with the life of the save.

The floor is the engine and the map: landscape, foliage, resource nodes, caves, the spawn system and the code for every creature that can appear. On Ascended this floor alone is several gigabytes before anyone connects. On Linux hosts the Ascended server runs as a Windows build under Proton or Wine, because a native Linux build has not been shipped, and the compatibility layer adds its own overhead on top.

The part that grows is everything players and the world create:

  • Wild creatures, controlled by DinoCountMultiplier. The spawn system keeps the map populated to a target density, and every creature is a full actor with AI, stats and inventory.
  • Tamed creatures. Each tame is persistent, carries its own inventory and stats, and stays loaded for the life of the save whether its tribe is online or not. Breeding programmes produce hundreds of them.
  • Structures. Every foundation, wall, ceiling, pillar, generator, crop plot and storage box is an actor. A large tribe base is tens of thousands of them.
  • Items. Inventories of players, tames and containers, plus whatever has been dropped and not yet despawned.
  • Tribe and player data, small per entry but persistent.

None of the growing part is unloaded when its owners log off. That is why a server's memory on a quiet Tuesday afternoon reflects the whole community, not the three people online.

RAM by version, map age and mods#

ServerAscendedEvolvedNotes
Fresh map, 2-6 players10-12 GB6-8 GBOne or two bases
Established map, 10-20 players14-16 GB10-12 GBMany bases, breeding
Large PvE map, 30+ players16-20 GB12-16 GBMega-bases, hundreds of tames
Substantial mod listadd 4 GBadd 2-4 GBStructure and creature mods cost most
Each extra map in a clusterits own allocationits own allocationSeparate process per map

How to read it:

  • Choose the row by the save, not the player list. A PvE server where five long-term tribes have built for six months belongs in the large row even if only ten people are on at once.
  • Map choice moves the floor. The DLC and community maps are generally larger and denser than The Island, and their floor is correspondingly higher. Start a new map one notch up and adjust after a week.
  • Mods are the wildcard. A pack of quality-of-life tweaks costs little. Mods that add creatures, structure sets or entire biomes add assets to the floor and more objects to the growing part.

The ini settings that set the ceiling#

ARK's server settings live in two files under ShooterGame/Saved/Config/ - WindowsServer/ on Ascended and on Evolved's Windows build, LinuxServer/ on Evolved's Linux build. Most of the memory-relevant keys are in GameUserSettings.ini under [ServerSettings].

GameUserSettings.ini
[ServerSettings]DinoCountMultiplier=1.0TheMaxStructuresInRange=10500MaxTamedDinos=5000AutoDestroyDecayedDinos=TrueDisableStructureDecayPvE=FalseDisableDinoDecayPvE=False
KeyDefaultEffect on memory
DinoCountMultiplier1.0Wild creature density, a direct memory multiplier
TheMaxStructuresInRange10500Structures allowed in one area; raising it lets bases grow
MaxTamedDinos5000Server-wide tame cap
AutoDestroyDecayedDinosFalseRemoves decayed tames instead of leaving them claimable
DisableStructureDecayPvEFalseTrue means abandoned PvE bases never leave
DisableDinoDecayPvEFalseTrue means abandoned PvE tames never leave

Three of these deserve more than a table row.

`DinoCountMultiplier` is the most direct lever. Raising it to 2.0 for a busier world roughly doubles the wild population the server must hold and run AI for, which costs memory and CPU in equal measure. Lowering it slightly is one of the few changes that frees memory on a live server without touching anything players own.

`MaxTamedDinos` is a cap most servers never reach, which is exactly why it matters on the ones that do: a breeding-heavy PvE community can approach thousands of tames, and at that scale the tame count is the largest single cost on the map. Many communities also set a per-tribe limit so one group cannot consume the server's whole budget. The tribe and per-player tame limits have changed between versions, so check the current server documentation for your version before relying on a particular key.

Decay. Turning off structure and creature decay on PvE is popular and understandable, and it turns every abandoned base and every pen left by someone who quit into a permanent memory cost. If you disable decay, plan regular manual cleanups or accept a server that only ever grows.

Game rules in Game.ini matter too - faster breeding and maturation multipliers produce more tames sooner - but they shape how fast you reach a memory level rather than where it ends. ARK Survival Ascended ini settings covers both files in detail.

Ascended versus Evolved: why the floor rose#

People moving from Survival Evolved are often surprised that the same island, the same tribe and the same rules need several more gigabytes on Ascended. The reasons are worth knowing, because they tell you what you can and cannot tune away.

  • A newer engine. Ascended runs on Unreal Engine 5 rather than 4. The engine and its world systems are heavier before any game content is loaded, and the floor rose with it.
  • Denser maps. The remastered maps carry more detailed foliage, more placed objects and more complex landscape data, and the server holds its share of that.
  • A Windows build on Linux. Where the host runs Linux, the Ascended server runs under Proton or Wine, which adds the compatibility layer's own memory to the process.
  • More content in the base game. New creatures, structures and systems added since launch all register at start whether or not anyone uses them.

None of these are settings. They set a floor you pay before the first player connects, which is why the advice for Ascended is not "tune it down to 8 GB" but "start at 10 to 12 GB and tune what grows". The growing part - tames, structures, wild creatures - behaves the same way on both versions, and the ini settings above control it on both.

The practical upshot for a community migrating: do not reuse the Evolved plan size. Start one or two tiers higher, measure a fortnight, and come down only if the graph says so.

Saves: the moment you find out#

ARK writes the world on a timer and on a clean shutdown. On a mature map the save is the most expensive thing the server does: it serialises every creature, structure and item and writes the result to the .ark file under ShooterGame/Saved/SavedArks/. While it does, players freeze.

The save is also when memory peaks. The server holds the world and builds the serialised copy at the same time, so a server that idles at 85% of its limit can cross it during a save. Inside a container, that ends the process with nothing written to the log and the last completed save becomes the restore point. That is the worst way to find out the plan is too small, and it is common.

What to watch:

  1. Save duration. The log records each save. A few seconds is normal on a busy map; a save that grows towards a minute means the world has grown to the point where the save is a gameplay problem.
  2. Save file size. Visible over SFTP or in a file manager. A mature map's world file reaching hundreds of megabytes is normal; watching it double over a month tells you what next month's memory needs will be.
  3. Memory during the save, not between saves. Check the memory graph at the exact time of a save. That peak, plus a margin, is the real requirement.

Run cheat SaveWorld (or SaveWorld over RCON) before every update, restart and backup so you know exactly what state you have. ARK Survival Ascended server setup covers the save directory and the backup habit in full.

Wild creature wipes and cleanups#

The most common maintenance command on any ARK server is the wild creature wipe:

code
cheat DestroyWildDinos

It removes every untamed creature on the map; the spawn system then repopulates it over the next minutes. Admins run it after updates that change spawns, to clear out creatures stuck in geometry, and to reset a map where high-level wild creatures have piled up in one area. It frees memory briefly and tidies the spawn distribution. It does nothing about tames or structures, and the population returns to whatever DinoCountMultiplier dictates.

For structures and tames the tools are the decay and auto-destroy settings above, plus manual work: identifying abandoned tribes, warning them, and removing their bases. On a long-running PvE server a monthly cleanup of tribes that have not logged in for a set period is the difference between a stable memory graph and one that rises until the next wipe.

Clusters multiply everything#

A cluster is several ARK servers sharing a cluster ID and a transfer directory, so players can carry characters, items and creatures between maps. Every map is a separate server process with its own floor and its own growing world.

Playerstransfer between mapsThe Islandown process and RAMThe Centerown process and RAMThird mapown process and RAMShared cluster folderuploads and transfers
A three-map ARK cluster is three servers

A cluster of three Ascended maps for a modest community is therefore 30 to 45 GB of memory in total, plus CPU for three main threads. That is a VDS or dedicated machine job, and it is worth confirming the community will populate all three maps before paying for them. A quiet map still costs its full floor. ARK clusters and cross-server transfers covers the cluster ID and the shared folder, and running multiple game servers on one VDS covers dividing one machine between several processes.

Mods and their cost#

Ascended mods come from CurseForge and are listed by project ID on the command line with -mods=; Evolved mods come from the Steam Workshop. In both cases the server loads each mod's assets and code at start, so every mod adds to the floor, and many add objects to the growing part.

The expensive categories are predictable:

  • Structure mods that add building sets, larger storage and automation. They encourage bigger bases and often raise structure limits as a feature.
  • Creature mods that add new species, variants or boss creatures. More species in the spawn tables, and more actor types loaded.
  • Map mods and total conversions, which replace the floor entirely.
  • Stack size and storage mods, which change how much fits in a container and therefore how much players hoard.

Quality-of-life mods - interface tweaks, small gameplay adjustments - are cheap. Add mods one or two at a time and watch the memory graph after each; a mod that adds a gigabyte to the floor is worth knowing about before it is one of thirty. ARK mods on a server has the install details.

CPU, disk and what is not a memory problem#

ARK's main thread is busy: creature AI, physics, structure checks and replication all compete for it. Rubber-banding and creatures teleporting while memory sits comfortably below the limit is a CPU problem, usually from creature count, and more memory will not change it. Two fast cores is the realistic minimum, three for a busy map. Game server CPU requirements and CPU or RAM: which one is holding your server back cover telling the two apart.

Disk is substantial. The Ascended install is in the region of 25 GB and grows with updates, mods add their own downloads, and saves plus their backups grow over time. Plan 60 GB for a single Ascended map with a few mods, more for a cluster, and keep free space for the next update.

ARK is not in the RE:NODE game catalogue, so there is no ARK plan to link; the game server catalogue lists the games that have one. For ARK, the realistic home is a machine whose whole allocation is yours.

FAQ#

Is 8 GB enough for an ARK server?

For Survival Evolved on a fresh map with a few players, yes. For Survival Ascended, no - the floor is too high, and 8 GB will either fail to start the map or fail on the first large save. Ascended wants 10 to 12 GB at minimum.

Why does ARK use so much RAM with nobody online?

Because the map, every wild creature, every tame and every structure stays loaded whether anyone is connected or not. The memory a server uses at 4 a.m. is close to what it uses at peak, which is why ARK servers are sized by the world rather than by concurrency.

Does lowering DinoCountMultiplier reduce memory?

Yes, directly. Fewer wild creatures means fewer actors to hold and to run AI for. Run cheat DestroyWildDinos after changing it so the map repopulates at the new density rather than waiting for creatures to die off naturally.

How much RAM does an ARK cluster need?

The sum of every map. Each map is a separate server with its own floor, so three Ascended maps need roughly three times what one does. The shared transfer folder costs disk space, not memory.

Why does my ARK server freeze every few minutes?

Most likely the world save. On a large map it takes long enough for players to notice, and it is also the moment memory peaks. If the freeze lines up with the save in the log, the world has grown large; more memory headroom and faster storage help, and cleanups of abandoned bases and tames help more.


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