Hytale Server Performance Benchmarks: First 24-Hour Report
Following the Early Access launch on January 13, 2026, we have gathered performance data from hundreds of servers. This report breaks down how Hytale scales across different hardware configurations and identifies the current bottlenecks in the Early Access build.
🚀 Efficiency King
The QUIC (UDP) protocol shows 30% lower network latency compared to Minecraft's TCP-based networking.
🧠 RAM Hungry
World Generation v2 is RAM-intensive; 8GB is the "sweet spot" for small communities.
🧵 Core Threading
Excellent multi-core support; the server effectively utilizes up to 6 CPU cores.
RAM Usage Analysis
Memory is the primary constraint for Hytale servers. Unlike Minecraft, Hytale loads more detailed world assets into server memory to support physics and advanced entity AI.
| Player Count | Idle RAM Usage | Peak RAM (Exploration) | Recommended Allocation |
|---|---|---|---|
| 1-4 (Friends) | 2.1 GB | 3.8 GB | 6 GB |
| 10-20 (Small Community) | 3.5 GB | 6.2 GB | 10 GB |
| 50+ (Public Server) | 6.8 GB | 14.5 GB | 24 GB+ |
| 100+ (Large Hub) | 12.0 GB | 28.0 GB | 48 GB+ |
CPU Scaling & Tick Rates
Hytale's server is designed to target 30 Ticks Per Second (TPS). A drop below 25 TPS results in noticeable movement "rubber-banding."
Recommended CPU Specs (based on 30 TPS target):
- Up to 16 players: 2.5 GHz+ (Ryzen 5 3600 / i5-10400 level)
- 20-50 players: 3.8 GHz+ (Ryzen 7 5800X / i7-12700 level)
- 100+ players: 4.5 GHz+ (Ryzen 9 7950X / i9-14900K level)
Benchmark Insight: High single-core clock speed is still the most important factor for tick stability, but the auxiliary threads (physics, networking, generation) scale beautifully across extra cores.
Network Performance (QUIC Protocol)
Hytale's choice of the QUIC protocol (UDP-based) is a game-changer for multiplayer.
| Metric | Hytale (QUIC) | Comparison (TCP Games) | Benefit |
|---|---|---|---|
| Connection Time | ~1.2s | ~3.5s | Instant world joining |
| Packet Loss Recovery | Superior | Poor | Less lag during micro-drops |
| Encryption Overhead | Minimal | High | Secure by default, low CPU cost |
Identifying Bottlenecks
1. World Generation Throttling
When multiple players explore different directions simultaneously, CPU usage spikes. We recommend pre-generating chunks if your server has high exploration activity.
2. Entity Density
Large quantities of complex entities (e.g., Kweebec villages or large Trork camps) increase physics calculations. Limitation of entity counts per chunk is currently handled automatically but can be tweaked in config.json.
3. Mod Loading
Large Lua scripts or unoptimized models (high poly counts) can impact client FPS more than server TPS. However, heavy event-driven scripts can slow down the main tick loop.
Optimization Tips for Launch Week
- Use NVMe SSDs: The server reads world assets frequently; SATA SSDs or HDDs will cause severe stuttering during world gen.
- Java 25 Optimization: Ensure you use the
-XX:+UseG1GCflag to manage memory efficiently during high player turnover. - View Distance: Start with a view distance of **12 Chunks**. Increasing this above 16 can quadruple RAM usage without significant gameplay benefit.
Want a server that hits those 30 TPS benchmarks consistently? Supercraft's Hytale Nodes are equipped with DDR5 RAM and Ryzen 7950X processors, specifically tuned to handle the high demands of Hytale's Early Access build from day one.