However many players in your game does not depict how well it will run on a device, what you should be concerned about is client and server memory usage.
High memory usage = low frames on client / server crashing if memory is on the server.
You should use StreamingEnabled if you can (To ensure your game runs) else you can script your own culling system.
However,
A high amount of players (~25) with a lot of parts or high-polygon models in them could possible lag the clients framerate, so I would try and keep polygons counts low where you can.
For example, have a high detail first-person gun model, but a low-detail third person model.
But, the best thing you can do is stress test your game, see what it can handle.