It's unfortunate that no one has chimed in on the true limitation. It's not CPU or Memory you're going to have to worry about in the long run at this time. The default Unity game engine is shit at handling a heavy amount of vectored objects. You can put Rust on an e-3270 96MB Ram beast of a machine, running just one instance of Rust and you will still see extreme rubberbanding around the 35-38k object mark and the server will crash at 50k objects. The limitation isn't hardware, it's the software rendering on the game engine. This engine wasn't designed by someone like Carmack, it was designed for smaller, quickly made games that don't have huge vectored 3d object images everywhere.
Granted, Unity has come a long, long way in it's lifetime. There have been thousands of improvements, tweaks, and add-ins made to the codebase. It's a truly great project and has a great deal of potential. That being said, if you aren't rewriting or heavily modifying the graphics engine you aren't going to be able to sustain a world such as Rust when you have 80 players on for an extended period of time spawning thousands of objects into the world. It's just not possible in the default configuration.
As someone who is in love with Rust and who doesn't understand anything about programming, it makes me depressed. Does it mean we won't ever be able to run servers which go beyond the 50k objects mark having a decent playability?