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Arma Reforger’s documented dedicated-server controls do not expose a separate, configurable simulation tick-rate setting. The practical controls are a maximum server-FPS ceiling, diagnostic logging, and per-tick streaming budgets. Set a deliberate -maxFPS cap, measure sustained frame time with -logStats, then adjust streaming only when spawn or teleport workloads show a repeatable problem. Keep the FPS cap separate from “tick rate”: a cap limits how fast the server’s frame loop may run, but it does not guarantee that rate or redefine the simulation step.
Does Arma Reforger have a server tick-rate setting?
The official Reforger server documentation describes server FPS and controls for work performed in each tick, but it does not establish a distinct setting named simulation tick rate. In practice, administrators should talk about the server’s achieved FPS, frame time, and streaming work rather than promising a fixed tick rate.
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Measure the real workload before changing settings
Performance depends on the actual scenario, terrain, mods, player count, AI activity, vehicles, projectiles, and replication load. A setting that helps an empty test server may hurt a busy mission, so capture a baseline on the workload that produces the complaint.
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Enable periodic statistics
- Start the dedicated server with
-logStats 10000. The documented example requests a 10,000-millisecond interval. - Reproduce the problem: fill the server with the usual players, spawn units, teleport players, and run the scenario long enough to expose sustained load rather than one isolated frame.
- Record the reported FPS and average, minimum, and maximum frame times. Note player and AI counts, vehicles, projectiles, and replication-stream counts at the same moments.
- Keep operating-system monitoring alongside the game log. The internal memory value in the statistics is approximate and can differ from what the operating system reports.
The fields and interval example are documented on Startup Parameters – Arma Reforger. The documentation does not prescribe a universal benchmark scenario, so use the same repeatable sequence whenever you compare changes.
Read the numbers as symptoms
- A high average frame time with low FPS indicates sustained server work, not merely a cap that is set too low.
- Short minimum-to-maximum frame-time spikes during spawning or teleporting point toward bursty streaming work.
- Rising AI, vehicle, projectile, or replication counts explain why a previously stable mission can deteriorate as it becomes busier.
- If the log reports healthy frame times while clients still see delayed entities, investigate streaming budgets and network conditions rather than raising the FPS ceiling blindly.
Set a deliberate server-FPS cap
Choose a ceiling within the documented 60–120 range, then observe whether the server can sustain it under the baseline workload. A cap is a resource-management decision, not a guaranteed performance target.
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Apply the cap
- Add
-maxFPS 60,-maxFPS 90, or another value in the documented range to the dedicated-server launch parameters. - Restart the server so the new command-line value is actually applied.
- Run the same scenario and compare achieved FPS and frame-time behavior with the baseline.
- Keep the lower ceiling if it delivers steadier frame times and leaves useful CPU headroom. Raise it only when measurements show that the workload remains stable and the higher ceiling serves a real gameplay objective.
The hosting page recommends limiting maximum FPS because an uncapped process can consume all available resources. That recommendation does not mean every terrain, mod set, or player load will sustain 60, 90, or 120 FPS; the measured result on your server is the relevant result.
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Why spawning and teleporting can cause lag
When many entities become relevant to a client at once, the server must prepare and stream them. Reforger exposes two budgets that trade per-tick work against the time required for clients to receive everything.
-streamingBudget: shared entity-streaming work
This is a global entity-streaming budget shared across connections. The documented minimum is 100. Lowering the budget limits how much streaming work is attempted in one tick, which can reduce frame-time spikes during mass spawning or teleporting. The cost is delayed entity delivery; if it is lowered too far, players may see entities appear late or pop into view.
Because the budget is shared, adding more players changes the competition for that work. Test with the expected concurrent population, not with a single administrator connected locally.
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-staggeringBudget: stationary map-cell processing
This setting limits the number of stationary spatial map cells processed in a tick. The documented range is 1–10,201. A smaller value spreads work across more ticks, potentially smoothing a spawn or teleport spike, but it also makes the affected world take longer to stream. There is no official universal best value.
Use client reports as a second measurement: if server frame-time spikes improve but players report obvious pop-in or long delays before buildings, objects, or units appear, the budget is probably too restrictive for that scenario.
A practical streaming adjustment
- Confirm the spike with
-logStats 10000while reproducing the same spawn or teleport. - Change one budget only, keeping the cap, scenario, terrain, mods, and player count unchanged.
- Repeat the event several times and compare frame-time peaks and the delay before clients receive entities.
- Keep the change only when the reduction in server spikes outweighs the added streaming delay and visual pop-in.
Navmesh streaming: performance versus memory
The disableNavmeshStreaming option changes where the cost is paid. With navmesh streaming disabled, the full navmesh is loaded into memory. The official server-configuration guidance says this may improve server performance and AI reaction times, while the extra memory can reach hundreds of megabytes depending on terrain. That is a terrain-dependent qualitative upper bound, not a guaranteed or benchmarked amount.
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The configuration format changed in version 1.2.0. Check the syntax in the current Server Config – Arma Reforger page for the release installed on your server instead of copying an older example unchanged.
When disabling navmesh streaming is reasonable
- Use it when AI responsiveness or server frame time is the bottleneck and the machine has verified memory headroom for the terrain.
- Monitor operating-system memory and swapping after enabling it; the log’s approximate internal memory field is not a substitute for OS measurements.
- Do not assume the option helps every terrain. A larger navmesh can trade a CPU or streaming improvement for substantial resident memory.
Do not use gameplay switches as generic optimization
disableAI changes the mission
disableAI prevents AIWorld and its components from initializing and ticking, which disables server AI functionality. It may reduce work, but it is a gameplay change, not a neutral performance tweak. Consider it only for a scenario intentionally designed without server AI, and tell players that the mission rules are different.
Keep fastValidation enabled for public hosting
The official configuration guidance recommends fastValidation: true for public servers. Do not turn validation off as a shortcut for FPS; preserve the documented public-hosting setting and investigate the actual source of load instead.
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A repeatable tuning workflow
- Freeze the test conditions. Record the game release, scenario, terrain, mod list, expected player count, and the action that triggers the slowdown.
- Capture a baseline. Run
-logStats 10000and save several intervals covering normal play and the problematic event. - Choose a cap. Apply a deliberate
-maxFPSceiling in the documented range. Treat it as a resource ceiling, not a promise of achieved FPS. - Check sustained behavior. Compare average and peak frame times, then correlate spikes with AI, vehicles, projectiles, players, and replication streams.
- Adjust streaming only for streaming symptoms. If the spike aligns with spawning or teleporting, test
-streamingBudgetor-staggeringBudgetone at a time. Watch for delayed entities and pop-in. - Evaluate navmesh deliberately. If AI reaction or server processing is the issue, test
disableNavmeshStreamingwith OS memory monitoring and syntax matching the installed release. - Revert changes that alter the mission. Keep
disableAIoff unless the scenario requires no AI, and retainfastValidation: truefor public hosting. - Document the final combination. Record the launch parameters, configuration version, observed workload, and the tradeoff accepted so a future mod or scenario change can be diagnosed against a known baseline.
Symptom-to-action guide
| Observed symptom | First check | Likely tradeoff |
|---|---|---|
| FPS stays low throughout normal play | Frame-time averages, entity counts, AI, vehicles, projectiles, and replication streams in -logStats |
A higher cap will not create capacity; reduce workload or improve the host after identifying the dominant source. |
| Large spikes when players spawn or teleport | Compare frame-time maxima during the event with streaming activity | Lower streaming or staggering budgets can smooth a tick but delay entity arrival. |
| Entities pop in after a budget change | Raise the restrictive budget incrementally and repeat the same event | Faster delivery requires more per-tick work. |
| AI reacts slowly while server FPS is otherwise acceptable | Evaluate navmesh streaming and terrain memory headroom | Disabling navmesh streaming can improve responsiveness but consumes more memory. |
| Memory pressure appears after a navmesh change | Verify with operating-system monitoring and review terrain size | Re-enable navmesh streaming if resident memory or swapping outweighs the CPU benefit. |
| Someone proposes disabling AI or validation | Check whether the goal is actually a gameplay change | disableAI removes server AI; fastValidation should remain true for public hosting. |
What the documentation does not establish
The cited pages provide parameter ranges and diagnostic fields, not controlled server-capacity statistics, a universal CPU or RAM specification, or a guaranteed player count for a particular machine. Hardware recommendations therefore have to be validated against your scenario, terrain, mods, and concurrency. Do not substitute Arma 3 configuration advice for Reforger settings.
Self-hosting gives you control over launch parameters, memory, and monitoring but requires you to maintain the operating system, network, updates, backups, and troubleshooting. A dedicated game-server provider can reduce that operational work, but verify current Reforger support, configuration access, service terms, capacity, and pricing before choosing one; no provider performance or price is established here.
Quick Recap
Quick reference
| Setting | Documented behavior or figure | Source |
|---|---|---|
-maxFPS |
Maximum server-FPS ceiling; hosting guidance recommends 60–120. | Server Hosting |
-logStats [milliseconds] |
Logs FPS, frame-time average/minimum/maximum, approximate internal memory, players, AI, vehicles, projectiles, and replication streams; example interval 10,000 ms. | Startup Parameters |
-streamingBudget |
Shared entity-streaming budget; documented minimum 100. | Startup Parameters |
-staggeringBudget |
Stationary spatial map cells processed per tick; documented range 1–10,201. | Startup Parameters |
disableNavmeshStreaming |
Loads the full navmesh into memory; may improve performance and AI reaction time, with terrain-dependent memory use up to hundreds of MB. Syntax changed in 1.2.0. | Server Config |
disableAI |
Stops AIWorld and its components from initializing and ticking, disabling server AI. | Server Config |
fastValidation |
Official guidance recommends true for public hosting. |
Server Config |
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