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Garry's Mod System Requirements (2026): To Play and To Host

Garry's Mod System Requirements: To Play and To Host

Two different questions get asked with the same words, so here are both answers. If you want to know whether your PC can run the game, that is the table immediately below. If you want to know what a dedicated server needs, skip to server requirements: it is a different workload with different numbers.

To play Garry's Mod: the game's system requirements

These are Valve's published requirements for the game itself, as listed on its Steam store page. Garry's Mod is a 2006 Source engine title, so the bar is low by modern standards and almost any current machine clears it.

MinimumRecommended
Processor2 GHz or better2.5 GHz or better
Memory4 GB RAM8 GB RAM
Graphics1 GB dedicated VRAM or better4 GB dedicated VRAM or better
Storage10 GB available25 GB available
DirectXVersion 9.0cVersion 9.0c
OSWindows 10, macOS 10.6.3, or Ubuntu 12.04Windows 10/11, current macOS, or current Ubuntu

Two caveats the store page does not spell out. The 10 GB storage figure is for a clean install; a Workshop habit will pass that quickly, which is why the recommended row asks for 25 GB. And addon-heavy servers load far more content than vanilla, so a machine that runs Sandbox comfortably can still stutter joining a large DarkRP community. That is a content-volume problem, not a spec problem.

To host a Garry's Mod server: a different question

A dedicated server does not render anything, so the graphics row above is irrelevant to it. What a server needs instead is single-thread CPU speed, memory for Lua and addons, and disk for the Workshop collection.

There is no universal GMod server specification. A vanilla Sandbox server, a DarkRP community, and a Workshop-heavy Prop Hunt stack can have very different CPU, memory, disk, and download needs. Use the ranges below as starting points, then measure the actual server under the map and gamemode your community runs.

Last verified: September 1, 2026. Single-thread performance and Lua/entity load often matter more than a high core count. Size the server from observed console/resource data and leave headroom for Workshop updates and backups.

Starting-point tiers

Use casePlayersStarting pointWhat changes the answer
Private vanilla/Sandbox4 to 162 GB RAM, fast 2+ core CPU, 15 GB+ SSDPhysics entities, large maps, and long sessions.
Curated Workshop or TTT16 to 324 GB RAM, high-clock CPU, 25 GB+ SSDLua hooks, addon dependencies, and client download volume.
Public DarkRP or heavy stack32 to 64 or more8 GB+ RAM, high single-thread performance, 50 GB+ NVMePersistent databases, NPC/entity counts, map size, and collection growth.

These are planning ranges, not guarantees. A small server with a poorly behaved addon can need more CPU than a larger vanilla server.

What to measure

  • CPU: watch the main server thread during combat, physics bursts, and map changes.
  • Memory: include the base process, Lua/addon growth, Workshop cache, and update headroom.
  • Storage: count the base app, maps, collection, logs, and retained backups; Workshop collections grow over time.
  • Network: account for player traffic and the first-join download burst separately.
  • Recovery: leave disk and time for a clean update, rollback copy, and log collection.

Linux or Windows?

Facepunch documents Linux hosting with srcds_run and SteamCMD. Windows is convenient for local testing. Choose the platform your team can update, monitor, and recover reliably; the workload matters more than a generic OS claim.

Test before increasing slots

  1. Boot app 4020 on a stock map and record idle CPU/RAM.
  2. Add the gamemode and Workshop collection, then record startup and join time.
  3. Simulate the highest expected player/entity load and watch for tick drops, crashes, or memory growth.
  4. Keep a smaller fallback slot count in the startup script while tuning.

Related Garry's Mod guides

Compare measured requirements with managed Garry's Mod hosting, especially when the collection or player count changes.

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