1. Estimate concurrent players
Use the highest number of players expected to be active at the same time, not total registrations.
2. Enter per-server capacity
Use the tested player capacity of one game-server instance for the tournament configuration.
3. Add headroom
Reserve extra capacity for operational uncertainty, failover, and short spikes.
4. Review rounded server count
The estimator always rounds upward because a fraction of a server instance cannot host a match.
5. Validate with load testing
Use the estimate as a provisioning baseline, then confirm CPU, memory, network, and game-specific limits in testing.