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How we measure
GameServerBench Method

Benchmark

How to compare Satisfactory server hosts

Pick a Satisfactory host for the factory you expect to end up with, because the size of the save and the speed of one CPU core load the server, and a slot count tells you neither. The wiki's RAM figures are labelled community recommendations, sellers disagree with them and each other, and no publisher read for this page shows tick figures for a large factory. The server does report its own tick rate, so your save can answer what a plan page cannot.

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Instrument panel: Satisfactory

Not yet measured

CH A

No input

––– ms/div

No run recorded

Stable players

–––players

Tick time p95

–––ms

Peak memory

–––GB

Join time

–––s

Select a channel to see what it will record.

A number needs all six:

  1. Method version
  2. Run date
  3. Host and plan
  4. Game and version
  5. Load profile
  6. Raw log
Read the method
See the empty results table and chart
Host and planStable playersTick p95 (ms)Peak RAM (GB)Run dateRaw log
Run slot A No run recordedNot yet measuredNot yet measuredNot yet measuredNot yet measuredNot yet measured
Run slot B No run recordedNot yet measuredNot yet measuredNot yet measuredNot yet measuredNot yet measured
Run slot C No run recordedNot yet measuredNot yet measuredNot yet measuredNot yet measuredNot yet measured
Tick time on Satisfactoryms. Lower is better.

Run data (CSV): none published. No host gets a verdict without a run.

Why does a late-game Satisfactory factory change the choice?

A late-game save is the load event for Satisfactory, and the wiki ties hardware to save size as well as player count. The Official Satisfactory Wiki (last edited 4 November 2026) says of its figures that the server "may or may not run with less powerful hardware, depending on player count and save file size". No hardware table from Coffee Stain itself was found.

The same page quotes a developer from November 2021: the server "spawns up to 26 threads" but "the game loop is still fundamentally single threaded". That is why the wiki asks for a single-thread rating of 2000 or higher, and warns that on a virtual machine "a kvm64 CPU won't work".

Saves add a second cost. The configuration page (20 May 2026) gives a default autosave every 300 seconds and says shorter intervals mean "a drop in server performance while the server is saving". The main wiki page adds that raising Network Quality "may improve client load times and network performance at the cost of server framerate", so a host's defaults matter.

Whose Satisfactory figures conflict, and who is selling?

Published guidance disagrees on RAM and, more sharply, on player count.

PublisherFigureDateSells hosting?
Official Satisfactory Wiki8 GB; 16 GB "may be recommended for larger saves or to host more than 4 players"edited 4 Nov 2026No; the page names Indifferent Broccoli as a supported partner
Indifferent Broccoli"at least 12GB RAM", more for complex factoriesviewed 8 Nov 2026Yes
Host Havoc, game page8 to 16 GB, 2 to 4 fast coresviewed 8 Nov 2026Yes
Host Havoc, game page"safely host servers with up to 28 players"viewed 8 Nov 2026Yes
Host Havoc, blogUp to 12 players "with minimal performance degradation" (no method)5 Nov 2024Yes
WinterNode8 GB early, 12 GB mid, 16 GB late (Tier 8+), 20 GB or more for a mega-factory15 Sep 2026Yes
Space-Node8 GB early, 8 to 12 GB mid, 12 to 16 GB late27 Oct 2026Yes

Two conflicts matter. The wiki's configuration page says the server "is tuned to be most performant with the default player cap of four" and that raising it "may have negative effects", while Host Havoc sells up to 28 slots. And WinterNode presents the wiki's numbers as "Coffee Stain's own documentation", while the wiki calls them community recommendations.

How are Satisfactory plans sold?

Satisfactory plans are sold by player count or slot, which sets who can join and says little about factory size. Two hosts were confirmed to sell Satisfactory on pages read 8 November 2026, listed in no order of merit. Other hosts may also sell it; these are the ones whose Satisfactory pages were opened.

Item, read 8 Nov 2026Indifferent BroccoliHost Havoc
Plan unitPlayers: 1 at $5.99/month to 16 at $20.99/monthSlots: 4 to 28; $15.00/month with 4 selected
RAM"Uncapped", subject to fair useNo RAM per slot shown in the plan selector
CPU modelNot named"Xeon and Ryzen CPUs" site-wide; no model for a plan
Trial and refund2-day free trial; 7-day refund for new customers (terms)72 hours from server creation, newly registered customers
RegionsSign-up selector: NA West, NA Central, NA East, EU, Asia South, Asia Southeast. Its FAQ names California, Texas, Montreal and Germany, so the pages disagree; confirm before orderingSelector lists 14 cities: 8 in North America, 4 in Europe (London, Amsterdam, Frankfurt, Nuremberg), 2 in Asia Pacific (Singapore, Sydney)

Uncapped has a limit worth reading. Indifferent Broccoli's terms (28 October 2026) cover a server using "far more memory than its game and player count call for", and the host may restart it or limit its memory. A two-player megafactory is the case to ask about.

Which fits, on published plan structure only: Indifferent Broccoli prices a group of 1 to 4 players at $5.99 to $9.99 a month and states uncapped RAM subject to fair use, while Host Havoc starts at 4 slots for $15.00 a month and shows no RAM per plan. Neither host's performance with a large factory is known. The Indifferent Broccoli and Host Havoc reviews cover wider plans.

What should you ask a host before moving a factory?

Ask these before paying, because the plan pages read do not answer them.

  • Which CPU, and what is its single-thread rating? Compare it with the wiki's 2000 floor, and ask whether a VM exposes a kvm64 CPU type.
  • How is a large factory with few players treated? Get the answer in writing on any uncapped or slot plan.
  • How long are backups kept? The server rotates three autosaves by default, per the configuration page, which is about 15 minutes of history at one save every 300 seconds (3 × 5 minutes).
  • Can you change the settings that matter? Autosave interval, Network Quality, player cap and game branch.
  • Can you reach the server's API?

How can you judge a plan using your own save?

The most useful Satisfactory test is your own factory, read through the server's own reporting, during a trial or refund window and under that host's terms. The wiki documents that saves upload through Manage Saves in the Server Manager.

The HTTPS API page (20 May 2026) lists an AverageTickRate field in QueryServerState, in ticks per second, and a HealthCheck that returns "healthy" above ten ticks per second. Most API functions need an authentication token, and the API shares TCP port 7777, so ask whether your panel lets you reach it.

  1. Note AverageTickRate after the save loads.
  2. Read it during ordinary play across busy hours.
  3. Note how long the game stalls at each autosave.
  4. Compare with the configured 30-tick default. The wiki says that "if the hardware can't hit the default 30, increasing it won't help".

One reading on one evening is a start; shared hosts vary by the hour. How to benchmark your own server lists further readings. Check the terms first and see independence and host terms, since silence is not permission and some terms bar software beyond the game itself.

What would be measured, and why?

The planned protocol would load one late-game save onto three hosts and log the following. It would not use player bots, and whether any load client is acceptable on a given host is unresolved.

Recorded itemWhy it affects the choice
AverageTickRate over a fixed windowWhether the factory keeps simulating at full speed
Save load time on startRestart cost after crashes and updates
Stall length at each autosaveA pause felt by every player
Resident RAM after load and after several hoursHeadroom against the 8, 12 and 16 GB claims
Busiest core against the othersChecks the single-thread claim on that CPU
CPU the host reportsThe processor the plan actually uses

One save is one factory design, so one run cannot be generalised; see load profiles and MSPT and TPS explained. No test server exists, and a late-game save must be built or sourced with the right to describe it. Next: the benchmarks hub or the method overview.

Sources

  1. Dedicated servers - Official Satisfactory Wiki (page last edited 4 November 2026)SecondaryAccessed 8 Nov 2026
  2. Dedicated servers/Configuration files - Official Satisfactory Wiki (last edited 20 May 2026)SecondaryAccessed 8 Nov 2026
  3. Dedicated servers/HTTPS API - Official Satisfactory Wiki (last edited 20 May 2026)SecondaryAccessed 8 Nov 2026
  4. Satisfactory server hosting - Indifferent BroccoliPrimaryAccessed 8 Nov 2026
  5. Terms of Service - Indifferent Broccoli (last updated 28 October 2026)PrimaryAccessed 8 Nov 2026
  6. Satisfactory server hosting - Host HavocPrimaryAccessed 8 Nov 2026
  7. Satisfactory: why use a dedicated server - Host HavocPrimaryAccessed 8 Nov 2026
  8. Terms of Service - Host HavocPrimaryAccessed 8 Nov 2026
  9. Best Satisfactory Server Hosting in 2026 - WinterNode (updated 15 September 2026)SecondaryAccessed 8 Nov 2026
  10. Satisfactory Dedicated Server Requirements 2026 - Space-Node (updated 27 October 2026)SecondaryAccessed 8 Nov 2026
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