Running a Soulmask dedicated server that stays smooth at 30–50 players comes down to three hardware choices: CPU clock speed, RAM headroom, and NVMe storage. Soulmask’s Unreal Engine server sits…
Read MoreGame Server Monitoring with Prometheus and Grafana: Metrics, Queries, and Alerts That Predict Outages
Most game server outages are visible minutes before players notice. Tick time creeps up, memory climbs, disk await spikes — and if nobody is watching those three signals on a…
Read MoreMinecraft Server Fleet Architecture: Scaling Past the Single-Instance Ceiling
A single Minecraft server plateaus around 150–200 concurrent players regardless of how much hardware you throw at it, because the tick loop does not parallelize across worlds or player clusters….
Read MoreDedicated Server Power Consumption for Game Hosting: CPU Wattage, Costs, and Efficiency Data
When you rent a dedicated server for game hosting, the electricity bill is baked into the monthly price — but the server’s power consumption affects your provider’s costs, which in…
Read MorePre-Launch Server Benchmarking for Game Hosts: The 6 Tests That Predict Failure
Renting a machine, installing a game server, and opening it to players is the fastest route to a launch-day meltdown. Hardware that looks flawless on a spec sheet behaves very…
Read MoreMulti-Game Server Hosting on One Dedicated Machine: CPU Pinning, RAM Budgets, and Disk I/O Limits
Running several game servers on one machine is the fastest way to cut cost-per-slot, but only if you budget CPU threads, RAM, and disk I/O correctly. Pack too aggressively and…
Read MoreValheim Dedicated Server Hardware: Single-Thread Clock, World RAM and Sizing
Valheim Dedicated Server Hardware: Clock Beats Cores Valheim’s dedicated server is a Unity title and, like most Unity servers, it is disproportionately dependent on single-thread performance. World simulation, ZDO (network…
Read MoreHow to Choose Between DDR5 ECC and Non-ECC Memory for Game Servers
When you rent a dedicated server for game hosting, the memory specification usually lists whether it uses ECC (Error-Correcting Code) or non-ECC (unbuffered/non-registered) RAM. For desktop PCs the answer is…
Read MoreGame Server Load Testing: Synthetic Players, Bottleneck Identification, and Launch-Day Capacity
A game server that runs smoothly with 20 developers on it tells you almost nothing about launch day. Real load testing means driving synthetic clients at the protocol level, ramping…
Read MoreARK Ascended RAM Growth: Sizing Server Memory for Day 14, Not Day 1
ARK: Survival Ascended has the least forgiving memory profile of any dedicated game server in production today. A fresh server with a handful of players can sit at 6–8 GB…
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