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 MoreBare-Metal Burn-In and Acceptance Testing Before Production
A dedicated server that has not been burn-in tested is an unverified server. Between a provider’s quality-control pass and the load a live production workload applies there is a gap,…
Read MoreCCD and Cache Locality: Why Two Threads on the Wrong Cores Cost 15% TPS
On modern AMD and Intel server CPUs, core numbering is not flat. AMD EPYC and Ryzen parts split into Core Complex Dies (CCDs), each with its own L3 cache slice…
Read MoreSave Compression Tradeoffs: LZ4 vs Zstd on Game Servers, Measured
Every game server that persists a world eventually compresses something: a save snapshot, a backup archive, a rotated log. The default is almost always gzip, chosen for portability rather than…
Read MoreBare-Metal Firmware and BIOS Tuning for Lower Game Server Latency
Most latency guides stop at the kernel. Below the kernel sits firmware, and a surprising share of avoidable game-server jitter originates there: C-states that let cores idle into wake-up penalties,…
Read MoreGame Server Log Retention and Forensics: Storage Sizing, Sampling and Incident Reconstruction
Game server logs are usually ignored until the day you need them: a duplication exploit, a mass item-loss complaint, a ban appeal you cannot adjudicate. By then the relevant window…
Read MoreModpack Memory Ceilings: Why 16 GB Stops Working at 180 Mods
“How much RAM for a modded server?” gets answered with a number — 8 GB, 16 GB, 32 GB — as if mod count and player count were interchangeable. They…
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 in 2026: CPU, RAM and Save-IO Budgets for 400-Slot Nodes
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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