Arma Reforger Servers Developed for Console Players.

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Arma Reforger Player Metrics in North America (Platform Breakdown & Server Stats)

Game Sales by Platform (PC, Xbox, PlayStation)

Total Sales: Arma Reforger has sold over 1.15 million copies across all platforms as of early 2025​

press.levelinfinite.com. Bohemia Interactive’s recent update (Jan 2025) celebrated this milestone, highlighting that the new PlayStation 5 release contributed significantly. In fact, the PS5 version quickly reached 200,000 copies sold on its own​facebook.com. The remaining ~950k units are split between PC and Xbox (exact breakdown not publicly disclosed). Estimates suggest the PC (Steam) version makes up the largest share (roughly 0.7 million owners on Steam)​steamdb.info, with the rest on Xbox Series X|S. Bohemia’s CFO even called Arma Reforger’s PS5 launch a “real blockbuster” in its genre​gamesindustry.biz – indicating that many console players jumped in when the title hit PlayStation.

Regional Context: A substantial portion of these sales comes from North America. Bohemia reports that 42% of its game sales in 2024 were in the United States

gamesindustry.biz, making NA (especially the US) one of the largest markets for Arma Reforger. This implies hundreds of thousands of copies sold in North America alone, across PC and consoles.

Active Player Base by Platform (Daily & Monthly)

On a global scale, Arma Reforger’s active player base is now dominated by console players, especially after the PS5 release in Dec 2024. Bohemia’s data from the record day January 5, 2025 shows a total 169,210 unique players logged in that day across all platforms​

press.levelinfinite.com. Of those, PlayStation 5 accounted for 75,145 daily users, Steam (PC) for 55,616, and Xbox for 38,449press.levelinfinite.com. In other words, consoles combined (PS5 + Xbox) made up roughly two-thirds of the daily player count, outnumbering PC players by a significant margin. Figure 1 below illustrates this platform split for that day, with PS5 leading:

press.levelinfinite.com. Console players (PS5 + Xbox) made up ~113,600 daily users vs ~55,600 on PC that day.

North America-specific activity is not explicitly broken out by official sources, but given the sales distribution, a large fraction of these daily players are in NA. If ~40–45% of players are U.S.-based (reflecting the sales share​

gamesindustry.biz), one can infer on the order of 60–70k daily active users in North America across all platforms (on peak days) and many tens of thousands on an average day. Monthly active user counts aren’t published, but the daily figures suggest hundreds of thousands of unique players per month globally. The player base has grown dramatically in late 2024/early 2025 – a strong turnaround from mid-2023 when activity had lulled. Notably, Arma Reforger hit a PC concurrent-player peak of 12,547 on that Jan 5, 2025 record day​press.levelinfinite.com, and by late March 2025 the PC concurrency reached 23,050 (all-time peak on Steam)​steamdb.info. This is a remarkable resurgence considering the much lower concurrent counts earlier in the Early Access period. Player interest is “continuing to grow on all platforms, even at the beginning of 2025”, according to Bohemia’s officials​gamesindustry.biz.

Server Distribution by Region (Community vs Official, 64-Player Focus)

Arma Reforger relies on a mix of official and community-run servers, spread across regions like North America and Europe (with smaller communities in Asia and Oceania). According to BattleMetrics, there are roughly 4,500 public Arma Reforger servers online globally​

battlemetrics.com. Hosting providers have set up data centers in “East and West Coast North America, Europe, Singapore, and Australia” to support the player base​xgamingserver.com. The majority of servers are community-hosted (run by players or clans), while Bohemia Interactive maintains a limited number of official servers in each region.

  • Official Servers: Bohemia’s official servers typically run the vanilla “Conflict” game mode and have intentionally smaller player caps for stability. Early in Reforger’s release, official servers were capped around 30 players, and after updates this was raised to 48 players max (i.e. 24v24)​steamcommunity.com. As of late 2024, most official servers still use the 48-player limit. There are only a handful of official servers per region – for example, one or two in NA (often labeled by coast or number) and a few in EU. These tend to fill up quickly given the console influx (leading to queue times). Bohemia has indicated they plan to gradually increase official server sizes as the tech allows; “player count will slowly raise” over time, and indeed an update boosted officials from 30 to 48 slots​steamcommunity.com. The developers have even expressed a goal of hosting 128-player official servers eventually (mentioning experimental EU 128-player servers with AI in the works)​x.com. However, reaching 64v64 on official servers is a “delicate balance” and requires further optimization​x.com, so for now official NA servers remain at lower populations.
  • Community Servers: The community servers make up the vast bulk of the ~4,500 servers, and they cover a range of capacities and mods. By default, the game’s recommended maximum is 64 players (32 vs 32)​reddit.com, which aligns with the core “Conflict” mode design and is a common setting for many servers. Dozens of community servers in NA and EU run 64-slot setups (and these are often among the most populated servers at peak times). Some adventurous server hosts have pushed beyond that: it’s not uncommon now to see modded servers advertising 80, 100, or even 128 player slots. In fact, community groups have reported running 100+ player sessions stably on PC​reddit.comsteamcommunity.com. (One player noted “I play on [a] community vanilla 124 [player server] 24/7, the engine can handle it”steamcommunity.com – referring to a 62v62 setup). These high-capacity servers are usually run by communities on robust hardware, sometimes focused on specific mods or scenarios.
  • Regional Distribution: Europe and North America host the highest number of servers. For example, many of the top-ranked servers on community listings are either EU or NA based (with server names often indicating [EU] or [NA] tags). North American community servers include both U.S. East/West coast hosted games and some Canadian-hosted ones, ensuring decent ping within NA. Europe similarly has numerous servers (UK, German, French, etc.). There are fewer servers in regions like Asia or South America, but some exist (e.g. a few in Singapore/Australia as per hosting info​xgamingserver.com). Overall, NA and EU each boast hundreds of active servers (though not all are full). It’s worth noting that at any given time, many servers are empty or lightly populated – the player count tends to concentrate into the popular 10–20 servers in each region (especially during off-peak hours).

Focus on 64-Player Servers: The 64-player capacity is a key benchmark for Arma Reforger. Official servers have not yet reached this number (capped at 48), but community servers often use 64 as the standard cap. These 64-player servers provide the full intended scale of conflict on Everon island. In North America, during peak hours, you might see multiple 64/64 servers running (plus others partially filled). For example, a well-known NA community server might be 60/64 players on a weeknight, featuring a mix of PC and console users. Regions like Europe sometimes manage to fill even larger servers (some EU servers run at 100+ slots, though hitting max capacity is rarer). The consensus is that 64 players is the “sweet spot” for combined-arms battles, balancing performance and gameplay scale – and indeed Bohemia has treated 64 as the official limit (with any higher being experimental)​

reddit.com.

Average Server Population & Platform Mix on Servers

On active Arma Reforger servers, the average population can vary widely, but popular servers typically run at high capacity, especially in the evenings. In North America prime time, it’s common to see the official NA servers at full 48/48 and several community servers in the 30–60 player range. Less active servers might have only a handful of players. According to community observations, the game went from a period where “only a single 64-player conflict server” was populated at times​

reddit.com(during low-pop months) to now having multiple filled servers nightly. Peak usage (e.g. weekends) often results in queues to join the busiest servers. For instance, players frequently report waiting to get into the official servers or well-known mod servers because they’re at capacity.

Platform Mix: Since the introduction of full cross-play (with the PS5 update), most servers host a mix of PC and console players. There is no official breakdown per server, but given the overall player ratios, many servers – especially the official ones – are now predominantly console users by number. (One Reddit discussion noted that “console players now outnumber PC players by [a] significant amount” in Reforger’s population​

reddit.com.) In practical terms, that means on a 40-player server you might have, say, 25 console players (Xbox + PS5) and 15 PC players. On an official NA Conflict server, you’ll regularly find a large contingent of PlayStation newcomers alongside some Xbox and PC veterans. Cross-play options: Console players can choose to disable crossplay to stick to their own platform’s servers only​reddit.com, but this greatly limits the server selection (especially pre-PS5, Xbox-only players often left crossplay on to find populated servers). As a result, most Reforger servers run with crossplay on, creating a blended community. Some community servers are PC-only (if the host sets it that way or runs mods that aren’t console-available), but those tend to be niche. Overall, the influx of console users has led to almost every busy server having a majority-console presence. This has even caused some culture clash – for example, PC players sometimes comment about an abundance of “new PS5 players” on official servers and differences in skill or communication. Conversely, console players occasionally express desire for console-only lobbies to avoid the mouse/keyboard advantage of PC users​answers.microsoft.com. Still, the shared servers mean the average Reforger match now features a broad platform mix, with teamwork between PC and console squadmates becoming the norm.

Server Stability & Performance Issues (Consoles on Modded/High-Pop Servers)

One of the biggest challenges noted has been server stability and performance, especially for console players on large or heavily modded servers. While the Enfusion engine powering Arma Reforger is cutting-edge, it’s still under active development – and high player counts or lots of AI/mods can strain both the server and client performance. Several pieces of evidence point to issues that disproportionately affect console users in these scenarios:

  • Frame Rate Drops: Many console players report significant FPS drops when playing on crowded servers. For example, one Xbox Series X user noted that the game “runs smoothly on performance mode” in solo play, **but upon joining online servers the FPS becomes **“unbearable”****​facebook.com. This suggests that the console hardware struggles when 50-60 players (plus any AI and physics) are active in the session. PS5 players have voiced similar complaints anecdotally, especially on community servers with lots of action or poor optimization.
  • Crashes and Freezes: Stability can degrade on long-running sessions. In late 2024, players observed that “official servers can barely handle 30+ players for some time before they crash”steamcommunity.com– a hyperbolic comment, but rooted in real crash issues that occurred when servers were full for extended periods. Community feedback indicates that certain modded servers (like those running custom scenarios with many AI or mods such as “WCS” packs) tend to freeze or crash consoles after a while. One report mentioned Series X consoles “freezing on the spot” and server FPS dipping to single-digits on a heavily modded 128-player server, causing client frame rates to drop into the 20s even in performance modeyoutube.com. Such experiences show that pushing the limits (128 players, numerous mods) can overwhelm the console experience. PC clients, by contrast, often handle these loads a bit better (assuming decent hardware), meaning console users are usually the first to suffer performance issues on an overtaxed server.
  • Mod Download and Memory Issues: On consoles, mod support is present but less seamless than on PC. Players have noted extremely slow mod download speeds and occasional failures when joining modded servers​reddit.com. Xbox users in particular face a known limitation with the mod installation size – if too many mods are subscribed, the console can hit a storage cap or get stuck when syncing mods. Workarounds recommended by the community include “keep the mods you have installed to a minimum” to avoid installation issues​reddit.com. In practice, this means console players joining heavily modded servers must often prune their mod list and endure long load times, or else risk crashes. This technical friction makes heavily-modded 64+ player servers less accessible to console users.
  • Network/Desync Problems: With crossplay and high populations, some servers experience networking bottlenecks, leading to desynchronization. Bohemia’s Known Issues acknowledge that “other players’ characters and vehicles may appear laggy and hard to hit” due to server-side network issues​reforger.armaplatform.com. Console players (especially on Wi-Fi or with higher latency to servers in another region) can be more vulnerable to these effects. Additionally, if a server’s tick rate drops from overload, aiming and movement become choppy – something players on Xbox/PS5 have noticed on the busiest servers. The official guidance has been that if you get kicked or experience severe lag, “try to connect to a server with a smaller population” or lower ping​reforger.armaplatform.com. This directly implies that high-pop servers can trigger stability problems, and stepping down to a lower player count can improve the experience.

In summary, console users tend to hit performance ceilings faster than PC players in Arma Reforger. A full 64-player server running lots of calculations might push an Xbox or PS5 to sub-30 FPS or even crash after an hour or two, whereas a PC might handle it a bit longer (or simply have settings to tweak). This is likely why Bohemia has kept official servers at 48 players – to ensure a relatively smooth baseline for console players. It’s also worth noting that many console players gravitate to official servers because they are unmodded and lower-pop, thus less likely to trigger these issues. Meanwhile, community servers that do run 64-128 players and heavy mods often see predominantly PC populations or only the most patient console users.

Adoption Trends: The end of 2024 marked a turning point where console adoption of Arma Reforger surged. Prior to the PS5 launch, the player base was smaller and primarily PC/Xbox. With the introduction of PS5 (and full crossplay among PC, Xbox, PS5), the total player count tripled within a month according to community reports, and console users quickly overtook PC in numbers​

press.levelinfinite.com. This trend is evident in the player statistics: in early 2023, Steam charts showed only a few hundred concurrent PC players, but after the console expansions, combined concurrency across platforms likely reached tens of thousands. PC players also returned to the game in greater numbers because of the influx of fresh players and renewed activity – it created a positive feedback loop. For example, Reforger’s Steam concurrency climbing to 23k in March 2025​steamdb.info was partly driven by the momentum from console communities (many PC players came back online to join the action once they saw servers filling up again). In short, console adoption has been a growth driver, not a zero-sum shift – the overall Arma Reforger community expanded, reviving interest on all platforms.

Gameplay Experience Differences: With a diverse mix of platforms, the gameplay experience has evolved. Console players bring a new cohort that is often unfamiliar with classic Arma mechanics, which has impacted how games play out. Some trends and observations in gameplay experience include:

  • Learning Curve and Teamplay: Many “fresh” PS5 and Xbox players joined in late 2024, and veteran PC players noticed an influx of less experienced players in servers. This has had mixed effects – on one hand, it increases the pool of cooperative players for game modes (new players eager to learn), but it can also lead to some chaotic matches as newcomers learn the ropes of a mil-sim. The community has responded with guides and even special servers labeled as “new player friendly.” Overall, the Arma Reforger experience on NA servers is a bit more casual now than it was when only hardcore Arma fans (mostly on PC) were playing.
  • Input Disparity: Crossplay raised the issue of mouse & keyboard vs controller. PC players undeniably have an aiming advantage in infantry combat. This has been a talking point in forums – e.g., Xbox players asking why they are “forced to play with PC players who have a distinct advantage”answers.microsoft.com. As a result, some console users choose to stay on console-only servers (or turn off crossplay) for a more level playing field. Bohemia has not introduced input-based matchmaking, so this disparity remains part of the experience. In most cases it’s manageable (Reforger is slower-paced than a typical twitch shooter), but it’s a notable aspect of cross-platform play.
  • Mods and Content Access: PC players still enjoy easier access to mods (via the Steam Workshop or direct downloads), whereas console players are limited to the mod offerings in the in-game Workshop (which has mostly the same content, but the process is slower). This means some PC-only mods or faster updates can create a slight divide. However, most major mods (weapons packs, vehicles, etc.) are made available on all platforms through Bohemia’s curated Workshop. The gameplay experience on a vanilla server is identical between PC and console. On modded servers, if the mods are heavy (e.g., custom maps, high script load), PC players might have a smoother time. Console players might prefer modes like “Conflict” or smaller co-op scenarios which run closer to vanilla.
  • Community and Communication: The in-game communication has also changed with crossplay. Not all console players use keyboards for text chat, and voice chat usage varies. PC players often coordinate via third-party VoIP (Discord/TeamSpeak), whereas console players might rely on in-game VOIP or party chat. This has introduced some coordination challenges. Some servers encourage joining a Discord for teamwork. Culturally, the “mil-sim” approach that Arma is known for is something not all console gamers were used to, but many have adapted. North American servers in particular see a blend of playstyles – you might have one squad of PC players communicating like a tactical unit, and another squad of mostly console players playing more casually. Over time, as console folks gain experience, this gap is closing, but it’s a transitional trend in gameplay style.

In summary, PC and console communities are converging on Arma Reforger’s battlefields, leading to a more populated but also more heterogeneous gameplay experience. The trend is that console adoption is very strong (likely now the majority of active NA players), and that has brought both growth and some growing pains (technical and social). The developers appear pleased with the cross-platform engagement, noting that Reforger “has no competition” on PS5 and that interest is high across the board​

gamesindustry.biz. This bodes well for Arma 4’s eventual cross-platform ambitions.

Conclusion – Viability of a Majority-Console, Lower-Pop Server

Is a majority-console, lower-pop server a good idea? The evidence suggests yes – there is a strong case that a community server tailored to console players with a modest player cap could both improve performance and satisfy an underserved niche in North America. Here’s why:

  • Performance Benefits: As discussed, console users experience frame rate issues and crashes on packed 64+ player servers. By deliberately capping a server at a lower population (say 32 or Forty players), the server load and network strain drop considerably. Bohemia’s own guidance notes that connecting to a “smaller population” server can alleviate issues​reforger.armaplatform.com. A lower-pop server would likely run more smoothly on Xbox/PS5, reducing the chance of the dreaded <10 FPS situations and crashes. Essentially, it would recreate the more stable performance profile of official servers (which console players flock to for this reason), but perhaps with some added mod content or community management that officials lack.
  • Underserved Market Demand: The rapid rise of console players means many of those players are looking for a good experience but may not be fully satisfied. Official servers are stable but there are very few of them (often full or not always in the desired mode), and they are limited in mods/content. On the other hand, most community servers are run by and for PC players – often with high caps, complex mods, or settings that can overwhelm console hardware. This leaves a gap for console-centric servers. A “majority-console” server (for example, a private community server that enables crossplay but mostly markets to console communities, or even turns crossplay off to be console-only) with a lower population limit could hit a sweet spot. It would cater to console players who want stable gameplay without feeling outgunned by PC players or bogged down by huge lobbies. The fact that console players now outnumber PC means there’s a sizeable audience potentially looking for such servers. If promoted on Xbox/PS5 LFG forums or the official Arma Reforger console groups, it could attract a loyal player base.
  • Community Reception: There’s anecdotal support for this concept. Many console users have taken to forums to complain about performance on “mega servers” and express nostalgia or preference for the smoother rounds they get on smaller sessions. At the same time, some PC players don’t enjoy the chaos of 64+ player battles either and might also appreciate a capped, tactical server. So a lower-pop server might not just be console-exclusive in practice – it could still be mixed, but simply by virtue of targeting performance and perhaps using fewer mods, it would naturally appeal to console players. The idea is essentially replicating the official server experience (which is proven to be popular – official servers often have long queues) and doing so specifically in NA and possibly with enhancements (active admins, maybe a theme or scenario that official servers don’t provide).
  • Feasibility: Technically, it’s feasible – server hosts can easily set a max player count (e.g., 32) and choose to enable crossplay or not. If crossplay is on, PC players could join too, but the server could be branded as “Console Friendly” and might see mostly controller users join. If crossplay is off (making it console-only), that’s also an option – one could even run separate instances for Xbox and PS5. The key trade-off is population versus experience: a cap of ~32 means each team has fewer squads, which might make the island feel a bit empty. However, many Arma players would argue that 30 well-coordinated players can have an excellent mil-sim experience without needing 60+. It might actually encourage tighter coordination and better performance (both technically and tactically).

Considering all the above, a majority-console, lower-pop server in NA would likely improve performance for those players and fill a demand that is not fully met by existing servers. The data shows consoles are now a majority segment​

press.levelinfinite.com, yet the infrastructure of community servers hasn’t entirely caught up to optimize for them. By providing a stable, lower-pop environment, such a server could attract console players who currently either struggle on big servers or sit in queues for the limited official slots. It’s an idea aligned with Bohemia’s own incremental approach to stability (as seen by official server caps). In short, the evidence supports the claim: dialing back player count can mitigate performance issues on console, and given the swelling ranks of console players seeking quality servers, a well-run lower-pop server could indeed be a hit in the North American Arma Reforger community.

Sources: Primary sources including Bohemia Interactive press releases and financial reports were used, alongside player data from Steam Charts/SteamDB and server statistics from BattleMetrics. Notable references are Bohemia’s January 2025 media alert on player counts​

press.levelinfinite.com, BattleMetrics server listings ​battlemetrics.com, and community discussions highlighting console performance issues​ facebook.comsteamcommunity.com. These and additional citations are provided throughout the text for verification.