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Game Server RAM and Disk Usage Metrics That Actually Drive Capacity Planning

Posted on October 8, 2026 by bestdedicatedwebhostingserver

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…

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Bare-Metal IPv6 and Dual-Stack Setup for Game Hosting

Posted on October 8, 2026 by bestdedicatedwebhostingserver

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…

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Space Engineers Dedicated Server Hardware Requirements and Sizing

Posted on October 2, 2026 by bestdedicatedwebhostingserver

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…

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Backup and Restore Windows on Game Servers: RPO, Save Freezes and Storage Maths

Posted on September 28, 2026 by bestdedicatedwebhostingserver

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…

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V Rising Blood-Moon Load: 60-Player Node Sizing, Entity Counts and Tick Budget

Posted on September 9, 2026September 28, 2026 by bestdedicatedwebhostingserver

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…

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Palworld 32-Player Ceiling: RAM Growth Curve, Base-Entity Cost and CPU Math

Posted on September 6, 2026September 28, 2026 by bestdedicatedwebhostingserver

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,…

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Rust Wipe-Day Hardware Sizing: 400-Slot Node CPU, RAM and Save-IO Budgets

Posted on September 5, 2026September 28, 2026 by bestdedicatedwebhostingserver

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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