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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 in 2026: CPU, RAM and Save-IO Budgets for 400-Slot Nodes

Posted on September 5, 2026October 15, 2026 by bestdedicatedwebhostingserver

Rust does not behave like a steady-state game server. Across a 168-hour wipe cycle, roughly 22 hours carry almost no load, and then a single 90-minute window decides whether your…

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Minecraft Chunk Generation I/O: Separating Region Writes From Backups on NVMe

Posted on July 18, 2026October 20, 2026 by bestdedicatedwebhostingserver

A Minecraft server can look healthy — TPS pinned at 20.0, MSPT under 15 ms, plenty of RAM free — and still stall the entire player base for four seconds…

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