Game server operators obsess over tickrate, CPU clock and RAM, then publish a number that means very little: average tick duration. A 64-slot CS2 server can show a 4.1 ms…
Read MoreNVMe RAID0 Stripe and Chunk Size for Game Saves: Write Amplification Measured
Two NVMe drives in RAID0 can double sequential throughput or make autosaves slower, depending on the stripe and chunk size you pick. Game saves are not large sequential files; they…
Read MoreRust Dedicated Server GC Allocations and Stutter: Tuning for 200-Player Wipes
Rust servers stutter for reasons that rarely show up in CPU graphs. A 200-player facepunch or modded wipe can sit at 25% total CPU and still produce a 400 ms…
Read MorePterodactyl vs Pelican at Scale: Running Game Server Panels on Dedicated Hardware
When you run several game servers (or hundreds of customer instances) on dedicated hardware, the management panel becomes part of your performance profile. Pterodactyl has been the de facto standard…
Read MoreGame Server World Size and Disk Planning: Sizing Storage for Save Growth
World size is the quietest capacity constraint on a game server. It does not show up in CPU graphs, it does not lag players during normal play, and it only…
Read MoreOffloading Mod Downloads: Cutting Join-Time Lag With CDN Caching
Modded game servers have a bandwidth problem that vanilla servers never hit: every client that joins downloads the modpack. A 12 GB CurseForge or FTB pack multiplied by 40 players…
Read MoreValheim Dedicated Server CPU and RAM Sizing for Large Builds
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 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…
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