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Best Arma Reforger Server Settings and Config Tips

A practical Arma Reforger server-settings guide covering dedicated versus listen hosting, server.json, ports 2001/17777/19999 UDP, -maxFPS, validation, navmesh trade-offs and capacity testing.
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For a persistent public community, run a dedicated Arma Reforger server, keep its case-sensitive JSON configuration valid, leave fastValidation enabled, cap the process with a deliberate -maxFPS value, and forward the same UDP game port that the configuration advertises. The documented default game port is 2001/UDP; optional A2S queries use 17777/UDP and optional RCON uses 19999/UDP.

A player-hosted (listen) server is the practical choice for a short session with a few friends because it runs inside the host’s game. The sections below show how to choose a mode, edit server.json, align router and firewall rules, control CPU use, and troubleshoot joins without relying on unsupported player-count promises.

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Choose the right hosting mode first

Arma Reforger offers two fundamentally different ways to host. A dedicated server is headless: it runs without a local player and is designed to stay online as a persistent multiplayer service. A player-hosted server (also called a listen server) starts from the game client and the same machine also renders and simulates the host’s player. That is convenient, but the host’s game, mods and server compete for CPU, memory and network time.

Use case Recommended mode Why Main trade-off
Persistent public community Dedicated Can stay online independently of a player’s game session; easier to document a stable scenario, mod set and access policy. Requires a separate machine or hosted instance, plus operating-system, firewall, update and backup administration.
Private evening with a small group Player-hosted Starts from the in-game Scenarios screen and needs no separate headless installation. The host’s game shares resources with the server, so leaving the session or stressing the client can affect everyone.
Testing a scenario or mod Either A listen server is quickest for a smoke test; a dedicated process is better for reproducing public-server conditions. Results from a listen server do not necessarily represent a dedicated server under the same load.

Choose dedicated hosting when persistence, predictable administration and a public listing matter more than setup speed. Choose listen hosting when the group is small and the host is happy to keep the game running for the duration of the session.

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How Reforger server configuration works

Use the official JSON schema and exact key names

Reforger reads settings from a JSON file. Keys are case-sensitive: publicPort, fastValidation and every other property must use the spelling and capitalization expected by the game. A typo can leave a value at its default or prevent the file from loading. Start from the current templates and examples in the official Server Config reference rather than copying an old community file.

Keep one known-good file as a backup before changing anything. Make one logical change at a time, validate the JSON syntax, then start the server and inspect its log. Do not add comments, trailing commas or duplicate keys: those are common causes of parse errors in strict JSON.

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A small, valid fragment for the two settings most often changed

The following fragment illustrates the spelling of the public port and validation switch. It is not a complete replacement for the official template; merge the values into the version-matched configuration structure supplied by Bohemia Interactive.

{
  "publicPort": 2001,
  "fastValidation": true
}

Keep fastValidation set to true. The official public-hosting note specifically recommends that value. If you need another option, add it at the location and nesting shown by the current reference instead of guessing a property name.

Select the file with -config

Pass the configuration path at startup with the -config argument. A typical launch argument set is:

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-config /path/to/server.json -maxFPS 60

Use an absolute path while diagnosing startup problems so that a working-directory change cannot make the process read a different file. Confirm in the startup log which file was loaded, especially when you maintain separate test and production configurations.

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Ports, binds and router forwarding

Documented UDP ports

The current Server Config reference documents these defaults:

Service Default When to expose it Security and alignment rule
Public game traffic 2001/UDP Required for players to reach the server unless you deliberately configure another public port. The router’s UDP forwarding rule and the JSON publicPort must contain the same number and point to the server’s private address.
A2S queries 17777/UDP Only if you use a server-browser or monitoring tool that needs A2S information. Do not open it merely because it has a documented default; expose only services you use.
RCON 19999/UDP Only if remote administration through RCON is part of your operating procedure. Restrict the source addresses where possible, use strong credentials and never publish administrative secrets.

These are UDP ports. A TCP-only forwarding rule will not make a Reforger game reachable. If you change publicPort, change the external forwarding rule and any host firewall rule to the same value.

Forward the game port step by step

  1. Give the server machine a stable private address, preferably with a DHCP reservation, so the forwarding target does not change after a reboot.
  2. Set publicPort in the JSON file. Leave it at 2001 unless another service or network policy requires a different port.
  3. In the router, create a UDP forwarding rule from that external port to the server machine’s private address and the same internal UDP port.
  4. Allow the same UDP port through the operating-system firewall. If you use A2S or RCON, add separate rules only for the ports you actually enabled.
  5. Restart the server, then test from a different network. A test performed from inside the same LAN can be affected by the router’s hairpin-NAT behavior and is not conclusive.

The official hosting guidance stresses that the in-game port numbers must match the router’s forwarding rules. A mismatch is the first thing to check when a server appears locally but not to friends.

Bind addresses and containers

Leave bind addresses at their defaults unless you have a specific multi-interface, firewall or container requirement. An incorrect bind can make a process listen only on a private interface while the backend advertises another address.

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On Linux or in a container, verify both the address used for backend registration and the address clients use to connect. The official Server Hosting guide documents explicit registration-bind settings for cases in which a container IP causes registration or connection failures. In a container, publish the UDP port on the host, map it to the process’s internal port, and ensure the advertised address is reachable from the public Internet; simply exposing a port on the container bridge is not enough.

Control CPU use with -maxFPS

An unlimited server loop can consume otherwise idle CPU. The official hosting guide recommends the -maxFPS startup argument and describes a 60–120 range from version 0.9.8 onward. Pick a value deliberately rather than assuming that “unlimited” improves gameplay.

Starting point When it fits What to watch
-maxFPS 60 General-purpose community server, modest hardware, or a first capacity test. Server FPS, simulation responsiveness during combat, CPU utilization and memory under the real mod set.
-maxFPS 90 A higher headroom test when the machine has spare CPU and the scenario benefits from a faster loop. Whether the extra loop rate is sustained rather than causing contention with networking or other services.
-maxFPS 120 Upper end of the documented range for a deliberately tested installation with substantial headroom. Power and thermal cost, and whether players can perceive a benefit in the selected scenario.

These values are launch caps, not guarantees of an achieved server frame rate. If the process cannot reach the cap because the scenario or mods are heavy, raising the number will not create capacity; it can only permit more CPU consumption when work is available.

Navmesh streaming is a memory-versus-response decision

The configuration reference notes that disabling navmesh streaming can improve server performance and moving-AI reaction times. The trade-off is loading the entire navmesh into memory, which can add hundreds of megabytes depending on the terrain. Treat this as a scenario-specific experiment, not a universal “best” switch.

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  • Keep streaming enabled when memory headroom is limited or when you run large terrains and many services on one machine.
  • Test streaming disabled when AI response is the bottleneck and the machine has enough free memory for the selected terrain.
  • Measure memory before and after changing it, and repeat the test after every terrain or mod change.

Build a predictable public-server profile

Scenario, map and rotation

Decide which scenario and map the community is joining before tuning low-level settings. Record the exact scenario identifier, map and rotation in your operations notes. A server that changes its scenario or required mods without notice can look “broken” to players even when networking is correct.

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Mods and version discipline

Keep the server’s mod list and versions synchronized with the client list. When a mod updates, restart the server with the intended version and announce the change. Join failures caused by a missing or mismatched mod are easier to diagnose when the published list includes names, versions and load order.

Access, crossplay and camera rules

The in-game hosting guidance identifies password protection, crossplay, third-person camera, enemy-radio transmission, maximum draw distance, network view distance and minimum grass draw distance as decisions for the host and group. Choose them as community rules, not as hidden surprises:

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  • State whether crossplay is enabled and which platforms are supported.
  • Use a password for private events; for a public server, explain the access policy in the server name or community rules.
  • Declare whether third-person camera and enemy-radio transmission are allowed.
  • Set maximum draw distance, network view distance and minimum grass draw distance with weaker client machines in mind. Higher distance values can affect those systems.

For a listen session, the official in-game path is Scenarios, select the scenario, then click the Host icon on the right. This is the fastest way to create a temporary game without editing a dedicated-server installation.

Dedicated-server setup workflow

  1. Prepare the host. Use a machine or hosted instance that can remain online, has a stable private address, and is not sleeping or shutting down during events. Install the current server build through your normal distribution method and keep a backup location for configuration and logs.
  2. Create the configuration. Copy the version-matched template from the official reference. Set publicPort, keep fastValidation true, and add only the options you understand. Preserve the capitalization and nesting exactly.
  3. Set the startup arguments. Include -config with the absolute path to the file and choose a documented -maxFPS value between 60 and 120 for the initial test.
  4. Align network rules. Forward the configured public UDP port to the host, allow it through the host firewall, and add A2S or RCON rules only when those services are enabled. Confirm any container port mapping and registration-bind setting.
  5. Start and read the log. Look for confirmation that the configuration loaded, the server registered and the expected port is listening. A JSON parse error, bind error or registration warning should be fixed before inviting players.
  6. Test externally. Join from a different Internet connection, not only from the host’s LAN. Verify that the scenario loads, required mods download or validate, and players can remain connected while the host is under ordinary gameplay load.
  7. Publish the operating rules. List scenario rotation, mod versions, crossplay policy, password or access policy, camera and radio restrictions, and a contact method for reporting problems.
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Player-hosted sessions: when and how to use them

A listen server is appropriate when the host is also playing and the group accepts that the session ends when the host leaves. It avoids the administration of a separate process and is ideal for a quick scenario test or a small private event.

  1. Open Scenarios in the game.
  2. Select the scenario and map your group wants.
  3. Click the Host icon on the right side.
  4. Set the password, crossplay, camera, radio and distance choices before inviting players.
  5. Keep the host on a wired or otherwise stable connection and close unnecessary applications that compete for CPU, memory or upload bandwidth.

If players report stutter while the host’s frame rate drops, that is a resource-sharing symptom, not proof that the scenario is unsuitable for a dedicated server. Move the test to a headless installation before drawing conclusions about public capacity.

Troubleshooting by symptom

Friends cannot see or join the server

  • Confirm the server is running and listening on UDP, not only TCP.
  • Compare the JSON publicPort, router external port, router internal port and firewall rule character for character.
  • Check that forwarding targets the current private IP address.
  • Test from outside the LAN to avoid false results caused by missing hairpin NAT.
  • If running in a container, verify host-to-container UDP publishing and the registration-bind address.

The server starts with unexpected settings

  • Check that -config points to the file you edited, using an absolute path.
  • Check capitalization, commas, braces and duplicate keys in the JSON.
  • Compare the file with the template for the installed game version; an old template may use a different structure.
  • Change one value at a time and retain the last known-good backup.

CPU usage is high even with few players

  • Look for an unlimited or excessively high frame cap and set a deliberate -maxFPS value in the documented 60–120 range.
  • Record the scenario, map, mod set and server FPS while reproducing the spike; player count alone does not identify the workload.
  • Check whether AI-heavy activity or a mod coincides with the spike.
  • Do not disable navmesh streaming unless you have measured enough memory headroom for the terrain.

AI reacts slowly after a configuration change

Test navmesh streaming as an isolated variable. Disabling streaming may improve moving-AI reaction times, but it loads the complete navmesh and can add hundreds of megabytes, so revert the change if memory pressure or swapping appears.

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Players are rejected during validation or mod loading

  • Keep fastValidation set to true as recommended by the official public-hosting note.
  • Compare the server’s mod names and versions with the client’s list.
  • Check that the scenario and map selected by the server are available to every joining client.

How to test capacity without inventing a player guarantee

Bohemia Interactive’s current reference material does not publish a dated hardware benchmark that maps CPU model, memory, terrain, mods and player count to a guaranteed tick rate. Therefore, no honest settings guide can promise that a particular machine will sustain a specific number of players.

Run a repeatable test instead. Start with the chosen -maxFPS cap, load the actual public scenario and mod set, and add players or scripted activity in controlled steps. For every run, record:

  • Game and server version.
  • Scenario, terrain and complete mod list with versions.
  • Concurrent players and what they were doing.
  • Server FPS or equivalent process metrics.
  • CPU utilization by core, total memory and whether swap was used.
  • Upload and download rate, latency and packet-loss observations.
  • The -maxFPS value and any navmesh-streaming choice.

Repeat a test after a game update, terrain change, mod update or hardware move. A result is useful only when another administrator can reproduce those conditions.

Maintenance checklist for a reliable community server

  • Back up server.json and the last known-good version before edits.
  • Keep the configuration’s key spelling and nesting aligned with the current official reference.
  • Document the public UDP port and confirm the router and firewall still target the server’s current private IP.
  • Open A2S and RCON only when required; review who can reach RCON and rotate credentials when staff changes.
  • Keep scenario, map and mod versions synchronized between server documentation and the installed files.
  • Review -maxFPS after hardware, operating-system or workload changes.
  • Monitor memory when experimenting with navmesh streaming, especially on large terrains.
  • After each game update, perform an external join test before announcing the server as available.

Practical defaults to start from

For a new dedicated community server, use the official template, set publicPort to 2001 unless you have a documented reason to change it, leave fastValidation at true, launch with -maxFPS 60, and forward only 2001/UDP. Add 17777/UDP for A2S or 19999/UDP for RCON only after deciding that you need those services. Test the actual scenario and mods, then raise the cap or change navmesh behavior only when measurements show a benefit and the machine has memory and CPU headroom.

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That sequence keeps the variables understandable: first make the JSON valid, then make the advertised port reachable, then cap the loop, and only afterward tune workload-specific options. It is more reliable than copying a large, unexplained configuration or opening every documented port.

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