Valheim’s dedicated server is single-threaded where it counts. The game loop that simulates physics, AI, building stability, and ZDO updates runs on one core, and no amount of extra sockets…
Read MoreRust Dedicated Server Hardware Sizing for 2026: CPU, RAM, and Storage Through the Wipe Cycle
Rust is a peculiar workload for a dedicated server. Most of the year a mid-population server idles comfortably, then a forced wipe drags hundreds of players onto a fresh procedural…
Read MoreConnection Table Exhaustion on Game Servers: Tuning conntrack Against SYN and Flow Floods
The attack that doesn’t look like an attack Most game server owners prepare for volumetric DDoS — a flood of gigabits that saturates the uplink. Modern attackers increasingly skip that….
Read MoreMod Sync Bandwidth for Game Servers: Serving Workshop Content Without Lag or Overages
The bandwidth bill nobody plans for: mod distribution When you size a game server, you count the bandwidth players consume while playing. You rarely count the bandwidth they consume while…
Read MoreColocation Power and Breaker Capacity for Game Servers: Amps, Watts and Cabinet Planning
Every dedicated-server quote tells you the CPU and RAM. Almost none tell you the number that actually limits how many machines you can run in a colocation cabinet: circuit amperage,…
Read MoreGame Server IP Reputation and Anti-Cheat Agent Hosting: rDNS, Subnet Hygiene and Kernel Access
You can have perfect hardware and still lose players because your server IP is on a blocklist, your rDNS does not resolve, or a kernel-level anti-cheat agent refuses to install…
Read MoreScheduled Restart and Save-Backup Windows to Stop Memory-Bloat Crashes
Palworld, Enshrouded, and similar session-persistent survival titles share a failure mode: the world keeps simulating between play sessions, memory grows with every explored region, tamed creature, and placed structure, and…
Read MoreMeasuring and Cutting Network Jitter on Game Servers (Not Average Ping)
Most hosting dashboards show average latency and call it a day. Average ping is a comfortable lie: a server that replies in 20 ms on average can still deliver 200…
Read MoreFiveM / GTA RP Server Dedicated Hardware Sizing: Slots, Script Load and OneSync Budgets
Size for scripts and entities, not for raw slot count FiveM performance is dominated by the number of networked entities, the running server-script load and the OneSync mode — not…
Read MoreChecking IP Transit Quality and Peering Before Renting Bare Metal
Test the route, not the ping in the advert Datacentre marketing quotes round-trip time to a few cities, but game and high-traffic workloads depend on the whole path: how many…
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