Capacity planning for a game server fails when you watch the wrong numbers. Total RAM used and total disk consumed tell you almost nothing about when the next player will…
Read MoreBare-Metal IPv6 and Dual-Stack Setup for Game Hosting
IPv6 has quietly become the difference between a game server that reaches every player and one that loses a slice of them to carrier-grade NAT. As IPv4 addresses get recycled…
Read MoreSpace Engineers Dedicated Server Hardware Requirements and Sizing
Space Engineers is a voxel sandbox where every grid, block, and deformation is simulated on the server, and its dedicated server process scales with the volume of connected grids rather…
Read MoreBackup and Restore Windows on Game Servers: RPO, Save Freezes and Storage Maths
Every operator knows they should take backups. Far fewer have worked out that a backup has a window — a real duration during which the server behaves differently — and…
Read MoreV Rising Blood-Moon Load: 60-Player Node Sizing, Entity Counts and Tick Budget
V Rising looks lightweight next to Rust or ARK, and for a private 4-player co-op world it genuinely is. The problem is Blood Moon nights, castle sieges and a populated…
Read MorePalworld 32-Player Ceiling: RAM Growth Curve, Base-Entity Cost and CPU Math
Palworld’s dedicated server has a reputation for memory creep that most operators discover the hard way around day four of a fresh world. The published minimums — 8 GB RAM,…
Read MoreRust Wipe-Day Hardware Sizing: 400-Slot Node CPU, RAM and Save-IO Budgets
Rust is not a steady-state workload. For roughly 22 hours out of every 168 (assuming a Thursday monthly wipe), the server does almost nothing. Then, within a 90-minute window, 400…
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