A Soldier of Fortune II server needs very little: one CPU core and about 25 KB per second of upload for each player. A full 20-player server uses at most around 4 megabits per second. If your connection is limited, cap each player with sv_maxRate, keep sv_maxclients realistic, and use ping limits only if you have to.
What a SoF2 server needs
| Resource | Per server | Notes |
|---|---|---|
| CPU | One core, lightly used | Any VPS core from the last decade is plenty |
| Memory | Under 256 MB | More with large custom maps |
| Disk | About 1 GB | Game files, maps and logs |
| Upload | Players Γ their rate |
20 players at 25,000 B/s β 4 Mbit/s at most |
That’s why one small VPS can run several servers at once. The Linux hosting guide shows how to run more than one on the same machine.
How the bandwidth adds up
Each player asks for up to their rate in bytes per second, usually 25,000 on broadband. The server sends less than that most of the time, and only reaches it in busy fights. So the most your server can use is about:
players Γ rate = upload in bytes per second
20 Γ 25,000 = 500,000 B/s β 4 Mbit/s
Download is tiny by comparison, because players send small packets with their movement and shots.
Capping players with sv_maxRate
| CVAR | What it does | Default | Recommended |
|---|---|---|---|
sv_maxRate | Maximum bandwidth in bytes per second the server will send to any single client. 0 = unlimited. | 0 | β |
sv_maxclients | Maximum number of players (including bots) that can connect to the server. | 8 | β |
g_maxGameClients | Maximum number of clients that can be actively playing (not spectating). | 0 | β |
sv_maxRate caps every player’s rate, in bytes per second. 0 means no cap. If your upload is limited, for example a home connection, set a cap that keeps the total under what you have: with 10 Mbit/s of upload and 16 players, sv_maxRate 25000 is safe. Setting it too low makes players stutter in fights, so don’t go below about 15,000.
Players’ own network settings matter just as much. If many complain of lag, point them to rate, snaps and cl_maxpackets.
Slots and spectators
sv_maxclients is the total number of players, including spectators and bots, and needs a server restart to change. g_maxGameClients limits how many can actually play at once; anyone else spectates. That’s useful for keeping a 5v5 match at ten players while letting friends watch.
Choose a size that suits your maps. Small maps feel crowded above 12 to 16 players. A server that’s often full looks busier and attracts more players than a half-empty large one.
Ping limits
| CVAR | What it does | Default | Recommended |
|---|---|---|---|
sv_maxPing | Maximum allowed player ping in milliseconds. 0 = no limit. | 0 | β |
sv_minPing | Minimum allowed player ping in milliseconds. 0 = no minimum. | 0 | β |
sv_maxPing stops players above a set ping from joining. It can make games fairer, but it also turns away players from other countries, and SoF2’s community is small and spread around the world. Most servers leave it at 0 (no limit). sv_minPing can keep LAN players off an internet server, which is rarely needed.
Freeing slots from idle players
AFK players take up slots that active players could use. g_inactivity moves idle players to spectator after 180 seconds by default, and g_timeouttospec controls how quickly that happens.
Where to host
Ping depends on distance, so host near your players. Most of SoF2’s active servers are in Europe and North America. A server in Central Europe, such as Germany, France or the Netherlands, gives good pings across most of Europe. See where players are right now on the live server list.
If the server itself lags
- Check the machine: if other programs are using the CPU heavily, every server on it suffers.
- Turn off hit logging:
g_logHits 1writes a line for every bullet and makes logs huge. See server logs. - Restart regularly: a daily restart at a quiet hour keeps long-running servers fresh. Mods and SoF2Plus servers are usually restarted by a script or service.
- Too many players for the upload: lower
sv_maxclientsor setsv_maxRate.
Frequently asked questions
How much bandwidth does a SoF2 server use?
At most about 25 KB per second per player, so roughly 4 Mbit/s of upload for 20 players. Usually less.
What does sv_maxRate do?
It caps how much data per second the server sends each player. 0 means no cap.
How many players can a SoF2 server hold?
Up to the sv_maxclients you set. Most public servers use 16 to 24; small maps play best with fewer.
Can I run several SoF2 servers on one VPS?
Yes. Each needs its own port and folder or config, and a small VPS can run several comfortably.
