Bandwidth is the most misunderstood specification in dedicated game server hosting. Most newcomers focus on the monthly transfer cap (measured in TB) and ignore the two metrics that actually affect…
Read MoreValheim Dedicated Server Hardware: Single-Thread Clock, World RAM and Sizing
Valheim Dedicated Server Hardware: Clock Beats Cores Valheim’s dedicated server is a Unity title and, like most Unity servers, it is disproportionately dependent on single-thread performance. World simulation, ZDO (network…
Read MoreHow to Choose Between DDR5 ECC and Non-ECC Memory for Game Servers
When you rent a dedicated server for game hosting, the memory specification usually lists whether it uses ECC (Error-Correcting Code) or non-ECC (unbuffered/non-registered) RAM. For desktop PCs the answer is…
Read MoreAMD EPYC vs Intel Xeon for Game Server Hosting: 2026 Performance Benchmarks
When renting a dedicated server for game hosting, the CPU architecture decision comes down to two families: AMD EPYC and Intel Xeon. Both are enterprise-grade server processors, but they differ…
Read MoreGame Server Load Testing: Synthetic Players, Bottleneck Identification, and Launch-Day Capacity
A game server that runs smoothly with 20 developers on it tells you almost nothing about launch day. Real load testing means driving synthetic clients at the protocol level, ramping…
Read MoreARK Ascended RAM Growth: Sizing Server Memory for Day 14, Not Day 1
ARK: Survival Ascended has the least forgiving memory profile of any dedicated game server in production today. A fresh server with a handful of players can sit at 6–8 GB…
Read MorePalworld Server Hardware: Core Counts, RAM Sizing, and Settings for 32 Players
Palworld punishes undersized hardware faster than almost any other game server. Its Unreal Engine 5 server process stresses CPU cores, memory bandwidth, and storage simultaneously, and the margin between smooth…
Read MoreGame Server Tick Rates Explained: Why 60 Ticks Isn’t Always Better for Your Players
Every game server admin has faced the tick rate question: is 60 ticks per second always better than 20? The short answer is no — a higher tick rate costs…
Read MorePterodactyl vs AMP Compared: Instance Overhead, Isolation, and Deployment Benchmarks
Pterodactyl and AMP are the two control panels that dominate self-managed dedicated game hosting, and the choice has measurable consequences: how many instances you can pack onto a machine, how…
Read MoreMinecraft Server RAM Sizing by Player Count: Heap, Off-Heap, and GC Flags
Adding RAM is the most common Minecraft fix and the most common cause of a second problem: longer garbage-collection pauses that turn a smooth server into a stuttering one. This…
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