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Clear out junk files and repair common Windows errorsFree Scan →Scan for outdated or missing drivers - takes under a minuteDriver Scan →Repair Windows errors before they cause bigger problemsFix Now →There is no published, numeric RAM or CPU requirement for a Quake Live dedicated server. Steam’s figures—1 GB RAM minimum, 2 GB recommended, and a 2 GHz Intel processor (2 GHz quad-core recommended)—describe the game client, not server capacity. The dedicated-server documentation confirms 32-bit and 64-bit binaries and says a standard machine or VPS can run instances, but it does not promise a player count, instance density, or hardware benchmark.
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That distinction matters when you choose a host. You can install the server with SteamCMD, run the supplied launch scripts, configure maps and gametype factories, and expose game, stats, and remote-console ports. The practical resource level depends on your operating system, number of instances, plugins, and other workloads, so size the machine conservatively and measure your own workload rather than treating client specifications as a server formula.
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What the published requirements actually cover
Steam’s Quake Live store listing is the clearest primary source for hardware numbers, but it is a client specification. It lists the following figures (Steam Support listing accessed in 2026):
| Component | Minimum client specification | Recommended client specification | What it means for a server |
|---|---|---|---|
| Memory | 1 GB RAM | 2 GB RAM | Not a dedicated-server sizing rule |
| Processor | 2 GHz Intel processor or better | 2 GHz Intel quad-core processor or better | Not a dedicated-server sizing rule |
| Operating system | Windows 7 or later in the listing | Windows 7 or later in the listing | Does not establish server OS compatibility |
| Connectivity | Broadband internet | Broadband internet | Does not specify server bandwidth or port policy |
The same listing carries a Steam Client support notice for Windows 10 or later dated January 1, 2024. That notice concerns the Steam client itself; it is not a Quake Live dedicated-server compatibility statement.
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The Linux dedicated-server guide, posted in 2015 and updated in 2023, says the server is available in 32-bit and 64-bit versions and “should run on any modern machine that can run the Steam client.” This is qualitative guidance from an older community document, not a current capacity guarantee. It does not state server RAM consumption, a CPU model, maximum players, or an instances-per-core or instances-per-gigabyte ratio.
How much RAM and CPU should you plan for?
The honest answer to “how much RAM does a Quake Live server need?” is that the published dedicated-server documentation does not establish a numeric dedicated-server minimum. Treat the machine as an application host whose requirement changes with the way you operate it.
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- Number of instances: One process and several parallel processes have different footprints. The guide describes running multiple instances on a standard server or VPS, but supplies no density benchmark.
- Workload and configuration: Plugins, bots, map rotation, logging, statistics, and remote administration can add work. No measured CPU or memory impact for these features is published in the cited material.
- Other services: A host also running databases, monitoring, backups, web services, or control panels needs headroom that a single-purpose machine would not.
- Operating-system overhead: A 32-bit or 64-bit binary, libraries, service manager, and filesystem cache consume resources outside the game process.
- Traffic pattern: Player count, tick activity, map changes, and simultaneous instances affect processor scheduling and network handling. The sources do not convert those variables into a tested hardware equation.
Use the client numbers only as context: they tell you what a player’s computer needs to launch the game. They cannot justify buying a particular VPS size or claiming that a certain CPU can host a particular number of players.
A defensible sizing method
- Choose a currently supported Linux distribution and verify that the current server binary’s libraries and launch scripts work on it. The older guide’s Ubuntu 14.04 recommendation is dated and should not be treated as a current choice.
- Start with one instance on a machine that has spare memory and CPU capacity after the operating system and management tools are running.
- Run the maps, gametypes, plugins, and expected administrative tasks you actually intend to use.
- Observe process memory, CPU saturation, load average, disk activity, and network errors during peak simultaneous play.
- Add a second instance only after the first remains stable, then repeat the measurements. Leave headroom for map changes, updates, and short-lived spikes.
This is an operational method, not a Quake Live benchmark. The published sources provide no measured pass/fail threshold, so document your own observations if you need a capacity policy.
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Can you host Quake Live on a VPS?
Yes. The dedicated-server guide explicitly discusses a standard server or VPS and explains how multiple instances can use separate port sets. It does not compare providers, guarantee latency, or state a minimum VPS plan. A VPS is therefore a supported hosting context, not a tested hardware recommendation.
| Hosting route | Control and responsibility | What the documentation establishes | What you must verify |
|---|---|---|---|
| Self-hosted machine | You manage hardware, operating system, firewall, power, and connectivity. | A standard server can host instances. | Upload capacity, public reachability, uptime, and security controls. |
| Rented VPS | The provider supplies virtual hardware and network access; you administer the guest system unless a managed service is included. | The guide supports VPS use and multi-instance layouts. | Dedicated or shared CPU behavior, RAM limits, port access, virtualization policy, backups, and current Linux compatibility. |
| Dedicated rented server | You receive an entire physical machine or a substantially isolated allocation, with provider-level facilities. | No performance or price comparison is supplied. | Hardware specification, network route, DDoS policy, console access, and replacement/support terms. |
| Containerized deployment | You manage images, volumes, updates, and container networking. | A community framework provides Docker examples. | Image currency, architecture support, persistent paths, and firewall behavior. |
Do not rank these choices by price, latency, or player capacity from the dedicated-server guide and framework examples. Those outcomes depend on provider and workload details that were not measured. Docker is optional management tooling; Quake Live does not require Docker.
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Install the dedicated server with SteamCMD
The community Linux guide recommends SteamCMD for installation and updates. Its dedicated-server application ID is 349090. Because package names and operating-system instructions in that guide are dated, use current SteamCMD documentation for installing the tool and confirm the files produced by the current release.
- Create a dedicated, non-root account and a directory for the server files. The guide’s explicit warning is: “Never run the server under root.”
- Install SteamCMD using the method supported by your current Linux distribution and its 32-bit compatibility libraries, if the selected server binary needs them.
- Start SteamCMD and authenticate only as required by the current tool. Run
app_update 349090to install or update the dedicated-server application. - Inspect the installed directory and select the supplied launch script that matches your architecture:
run_server_x86.shfor 32-bit orrun_server_x64.shfor 64-bit. - Run the script as the dedicated account, not as root, and capture its console output in your service manager or log system.
- Before opening the server publicly, set a firewall policy that permits only the game, stats, and remote-console endpoints you have intentionally enabled.
The guide mentions a third-party process manager for keeping multiple instances alive. Choose a process supervisor that is maintained for your distribution, and give each instance its own working directory, configuration, logs, and port set.
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Configure maps, gametypes, and custom content
Keep your server configuration in the right place
The guide uses server.cfg for server settings and recommends keeping a copy in the server’s fs_homepath. Updates may restore a default configuration, so retain a version-controlled copy outside the installation directory and reapply it after upgrades.
Understand map pools and gametype factories
Quake Live can switch gametypes through factories. The guide cautions that factory settings can override gameplay values placed in a general server configuration. Put rules that belong to a specific mode in that mode’s factory or associated configuration, and reserve the general file for settings that should apply regardless of gametype. After every change, test a map transition and a gametype change; a setting that appears correct at startup may be replaced when the factory loads.
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The guide says legacy HTTP and UDP downloads were removed, so custom content must be made available through Steam Workshop. List the required Workshop item IDs in workshop.txt. It also describes a SteamCMD download fallback when Workshop startup downloads fail. Because this guidance comes from an older document, verify the behavior against the current server release before relying on an automated fallback.
Ports and remote administration
Port numbers depend on your chosen framework and configuration. A community framework gives these example values:
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| Function | Example port | Example protocol | Important qualification |
|---|---|---|---|
| Game traffic | 27960 | UDP | Each instance needs its own game port. |
| Statistics | 27960 | TCP | Often uses the game-port number over TCP in this framework. |
| Remote console (rcon) | 28960 | TCP | Shown as game port plus 1000 in the framework example. |
These are examples, not immutable defaults. The community material contains a protocol inconsistency: one passage describes remote rcon as TCP, while a later summary labels a default rcon port UDP. The framework’s Docker example uses TCP 28960. Check the active server configuration, framework documentation, and firewall rules together instead of copying the UDP claim as settled fact.
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For multiple instances, assign a unique game, stats, and rcon set to each process. Open only the protocols you use. If remote console is unnecessary, leave it disabled; the guide says it is disabled by default. When you enable it, configure the ZeroMQ-related settings described by the current server documentation and restrict access by source address or a private administration network where possible.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Operational checklist before you publish the address
- Confirm the server binary architecture and that required libraries load without errors.
- Run under a dedicated, unprivileged account; never use root.
- Update through SteamCMD and record the installed build before changing configuration.
- Back up
server.cfg,fs_homepathdata, Workshop lists, and instance launch definitions. - Assign unique ports for every instance and document the protocol for each endpoint.
- Test joining from outside the host’s local network, not only from localhost.
- Verify map rotation, factory-specific settings, Workshop items, and map-change behavior.
- Monitor CPU, memory, process restarts, logs, and network errors during a realistic busy period.
- Keep remote-console access off unless it is needed, and protect it with firewall restrictions and credentials.
- Schedule updates and backups so a failed update can be rolled back to the previous known-good files.
Troubleshooting common failures
The server starts, then exits
Check the launch script’s architecture, executable permissions, missing 32-bit libraries, and the working directory. Run it interactively as the service account to capture the first error, then reproduce the same environment under your process manager.
Players cannot connect from the internet
Verify the instance is listening on the intended game UDP port, the host firewall allows it, and any upstream provider firewall allows it as well. Confirm that the public address points to the correct machine and that no second instance is using the same port.
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Stats or rcon does not respond
Check the protocol as well as the port. The example framework uses TCP for both stats and rcon, while the community prose is inconsistent about rcon. Inspect the actual listener with your operating system’s network tools and align the firewall rule with that listener.
Settings revert after an update or gametype change
Restore the preserved configuration from fs_homepath, then move mode-specific rules into the appropriate gametype factory. Confirm the effective values after a map and mode transition rather than relying on startup output alone.
Workshop content is missing
Check that item IDs are present in workshop.txt, that the server can reach Steam services, and that the required files are present after startup. If the current release still supports it, use the documented SteamCMD fallback and record which item failed so you can correct the list.
What is—and is not—established
You can state with confidence that Steam lists 1 GB minimum and 2 GB recommended RAM, plus 2 GHz Intel processor figures, for the Quake Live client. You can also state that the dedicated server has 32-bit and 64-bit binaries, can run on a standard machine or VPS, uses SteamCMD application ID 349090 in the cited guide, and supports configuration through server files, gametype factories, and Workshop content.
You cannot responsibly state a numeric dedicated-server RAM minimum, a required CPU model, a maximum player count for a given machine, or a tested number of instances per core or gigabyte from the cited Steam listing and dedicated-server guide. Those claims require current, reproducible measurements for a specified build, operating system, configuration, and workload.
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