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BeamNG.drive’s desktop requirements are not the same as BeamMP server requirements. The game client needs substantial memory on every player’s computer, while the BeamMP server is a lightweight coordination process that officially lists modest CPU, RAM and bandwidth minimums. For a public server, network reachability, port forwarding and reliable uptime are usually more difficult than raw hardware.
BeamNG.drive versus BeamMP: two different kinds of requirements
BeamNG.drive is the driving simulation that each player runs locally. BeamMP is the multiplayer server software that lets those players connect to a shared session. They are separate programs with different workloads.
The game client renders the map, vehicles, physics and visual effects on the player’s PC. It therefore needs a graphics-capable computer and considerably more memory. The BeamMP process coordinates the multiplayer session and does not render the game world for connected players. A server can therefore run without a dedicated graphics card, provided the operating system and other services have enough resources.
Do not describe the game’s desktop figures as “dedicated server requirements.” They tell you what each player needs to launch and play BeamNG.drive, not what the BeamMP host process needs.
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Official memory requirements at a glance
| Software | Published memory figure | What the figure means |
|---|---|---|
| BeamNG.drive game client | 16 GB minimum; 32 GB recommended | Memory for the local desktop game. BeamNG notes that the game can use a lot of RAM, including more than 16 GB in some situations. |
| BeamMP server FAQ | 50+ MiB usable RAM | Minimum estimate excluding operating-system overhead. |
| BeamMP-Server README | 30–100 MiB usable RAM | Project estimate excluding operating-system overhead; the README calls these values guesstimates that can change with releases. |
The BeamNG.drive page containing the client figures was last modified October 2, 2025. The BeamMP FAQ and README figures are minimum estimates, not a performance guarantee. “Usable RAM” means memory available to the server process after accounting for the operating system and anything else running on the machine. A host with only the stated amount left free may become unstable once logging, monitoring, backups or other services are added.
How much RAM does a BeamNG server need?
For BeamMP itself, the official documentation points to tens of mebibytes rather than multiple gigabytes: the FAQ says 50+ MiB usable, while the project README gives a 30–100 MiB estimate. The README explicitly warns that its values are subject to change with each release.
Those numbers are best treated as a floor for the server executable, not as a complete machine specification. You still need memory for Windows or Linux, the BeamMP installation, temporary files, logs, administration tools and any other workload on the host. A machine with several gigabytes of total RAM gives the operating system useful headroom, but BeamMP’s official material does not publish a recommended total-RAM configuration for a particular player count.
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The available documentation does not provide a tested RAM-per-player formula or a table for specific maps and mod collections. A lightly used session and a busy public server therefore cannot be assigned the same guaranteed requirement from the published minimum. Larger maps, more simultaneous vehicles, scripts and extensive mod activity can all increase the practical load, but no official benchmark establishes how much memory each item adds.
Monitor the host after you add players and mods. Leave unused memory for the operating system rather than sizing the machine so that the BeamMP process consumes nearly all available RAM. If the host starts swapping to disk, reduce other workloads or move the server to a larger machine; swapping is not a substitute for free memory.
What CPU do you need to host a BeamMP server?
The BeamMP FAQ lists a CPU above 1 GHz and says that a multicore processor is preferred. The project README uses similar wording: above 1 GHz, preferably multicore. These are minimum estimates, not a current recommendation for a specific processor family.
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A modern multicore desktop, laptop, mini PC or virtual server will normally exceed that clock-speed floor. Multicore capacity is useful when the operating system, administration tools and other services run alongside BeamMP, and it gives the host more scheduling headroom. However, BeamMP does not publish an official CPU model, core count or player-count matrix. You cannot infer from the 1 GHz statement that every large server or heavily modded session will perform well on any processor above that speed.
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Does the server need a graphics card?
No dedicated GPU is listed in the BeamMP server requirements. Because the server process does not draw the game for players, an integrated graphics adapter or a headless machine is generally sufficient. The graphics hardware still matters on each player’s own computer, where BeamNG.drive runs.
How much upload bandwidth is required?
Both BeamMP sources list approximately 5–10 Mb/s of upload bandwidth as a minimum estimate. This is megabits per second, not megabytes per second, and it describes the connection available to the server.
The published figure is not a promise that every player count, map or mod load will fit comfortably within the lower end of that range. Reserve capacity for normal household or VPS traffic, and consider stability and latency as well as the headline speed. A connection that briefly reaches the target but suffers packet loss or frequent interruptions can still produce failed joins and disconnects.
Windows and Linux support
BeamMP’s FAQ and setup documentation describe native server operation on Windows and Linux. Choose the platform you can update, secure and troubleshoot confidently. A desktop Windows computer is convenient if you already administer Windows; a Linux machine is common for an always-on, headless host and can be managed remotely.
- Keep the operating system updated and use a separate account or service arrangement appropriate to your platform.
- Store the server files and configuration where you can back them up.
- Watch disk space for logs and downloaded content.
- Do not assume that a low BeamMP memory estimate makes security updates or system maintenance unnecessary.
Home hosting or a VPS?
BeamMP documentation covers both home hosting and VPS hosting. The right choice depends less on the server executable’s small memory footprint than on networking, uptime and how much administration you want to perform.
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| Consideration | Home-hosted machine | VPS or hosted server |
|---|---|---|
| Hardware cost | Uses a computer you own or buy, with its electricity and replacement costs. | Recurring hosting charge; no physical server purchase is required. |
| Network access | Requires an inbound connection from your ISP and router configuration for outside players. | Usually provides a publicly reachable server network, subject to the host’s firewall and policy. |
| Control | Full control of the operating system, files and local network. | Virtual-machine controls and limits set by the hosting provider. |
| Maintenance | You handle power, hardware failures, updates, backups and availability. | You still administer BeamMP and the guest operating system, while the provider handles physical infrastructure. |
| Best fit | Small groups, learning, or an owner who wants hands-on control and already has suitable hardware. | Public access, remote administration, or owners who cannot accept home port-forwarding limits. |
A multicore mini PC is a plausible always-on home host because BeamMP prefers a multicore CPU and does not list a dedicated GPU. BeamMP does not endorse a particular mini PC model or publish a recommended mini-PC configuration, so select hardware based on operating-system support, cooling, storage reliability and network connectivity rather than a supposed official model.
The setup guide also discusses VPS hosting and references partnered hosting services. Current partner names, prices and commercial terms are not established here; verify those details directly with BeamMP’s current documentation and any provider before purchasing.
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Home-hosting setup: the network steps that matter
Running the process locally is not enough for friends on the internet. Your router and firewall must allow connections to the port configured for the BeamMP server.
- Install the BeamMP server on Windows or Linux. Follow the current BeamMP setup instructions for your operating system and place the files in a directory you can back up.
- Configure the server. Edit
ServerConfig.tomlfor the server settings, including the listening port and any authentication or public-listing options you intend to use. - Identify the configured port. BeamMP’s default is
30814, but a custom value in your configuration replaces the default. Forward the value you actually configured. - Create router rules for both protocols. Forward the chosen port over both TCP and UDP to the local machine running BeamMP. Forwarding only one protocol can leave connections incomplete.
- Allow the server through the host firewall. Add rules for the BeamMP executable or its listening port, covering the protocols required by the documentation. A router rule cannot override a blocked local firewall.
- Start the server and check its logs. Confirm that it binds to the expected port without an address-in-use or permission error. Test from outside the home network rather than relying only on a connection from the same LAN.
- Set up authentication for public listing if needed. The BeamMP guide discusses server authentication keys and public listing. Follow the current instructions and protect any key as you would other server credentials.
Players on the same household network may be able to connect without the internet-facing router step. A VPS does not require you to forward a port on your home router, although its own firewall and network rules still need to allow the configured port.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why can’t friends join a self-hosted server?
The port is wrong or only one protocol is forwarded
Check ServerConfig.toml first. If you changed the port, a rule for 30814 will not help. Confirm that the configured port is forwarded for both TCP and UDP to the correct local IP address.
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The host firewall is blocking BeamMP
Verify that the operating system allows the BeamMP process or the configured port. Recheck the rule after an executable update, because some firewall systems treat a replaced binary as a new application.
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BeamMP’s FAQ warns that some ISPs do not provide a dedicated public IPv4 address because of carrier-grade NAT (CGNAT). In that arrangement, your router may not receive an address that can accept unsolicited inbound connections, so ordinary port forwarding cannot work. Ask the ISP whether a public IPv4 service is available, or use a reachable VPS or hosted server instead.
You are using mobile 4G or 5G internet
The FAQ lists mobile 4G/5G connections as another situation where port forwarding may not be supported. This is a provider-network limitation, not a BeamMP RAM or CPU problem. A different fixed-line connection or external hosting is the practical workaround.
Local testing gives a misleading result
A connection from inside the same home network may succeed even when outside players cannot reach the service. Test using a device on another network, and confirm that the public address and configured port are the ones you shared.
What the official figures do—and do not—tell you
- They establish a very small server-process memory floor compared with the game client’s desktop memory requirement.
- They indicate that a dedicated gaming GPU is not part of the BeamMP server specification.
- They prefer a multicore CPU and list upload bandwidth of 5–10 Mb/s.
- They do not provide a reliable recommended configuration for a particular number of players.
- They do not provide tested requirements for a specific map, mod collection or release workload.
- They do not turn the minimum values into a guarantee of uptime, latency or capacity.
Plan the host around the whole service: operating-system overhead, network reliability, firewall and router access, storage, updates, backups and the workload you intend to run. Treat the BeamMP numbers as a starting point for a test server, then observe CPU, memory, network use and logs under the real conditions your group will create.
A practical decision checklist
- Only playing locally: prioritize the BeamNG.drive client requirements on every player’s computer; you may not need a separate server.
- Hosting for a household or small group: an existing Windows or Linux machine with a multicore CPU and stable wired networking may be adequate, subject to testing.
- Want an always-on appliance: consider a supported multicore mini PC, but leave memory and storage headroom for the operating system and maintenance.
- Need internet access from a restricted ISP: check for CGNAT or mobile-network limitations before buying hardware; a VPS can avoid home-router reachability problems.
- Running a public or heavily modded session: do not size solely from the minimum estimates. Measure the actual workload and choose more CPU, memory and network capacity when monitoring shows the floor is too tight.
Bottom line
BeamNG.drive needs 16 GB of RAM minimum and 32 GB recommended on each game client, while BeamMP’s published server estimates are roughly 30–100 MiB or at least 50 MiB of usable RAM, a CPU above 1 GHz with multicore preferred, no required dedicated GPU and 5–10 Mb/s upload. Those server figures are guesstimates and do not specify capacity by player count or mod load. For home hosting, forwarding the configured port—30814 by default—over TCP and UDP and overcoming CGNAT, mobile-network and firewall restrictions are just as important as the hardware.
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