{"id":1087,"date":"2026-09-09T22:06:01","date_gmt":"2026-09-09T22:06:01","guid":{"rendered":"https:\/\/bestdedicatedwebhostingserver.com\/blog\/?p=1087"},"modified":"2026-09-28T22:02:30","modified_gmt":"2026-09-28T22:02:30","slug":"v-rising-dedicated-server-hardware-setup","status":"publish","type":"post","link":"https:\/\/bestdedicatedwebhostingserver.com\/blog\/v-rising-dedicated-server-hardware-setup\/","title":{"rendered":"V Rising Blood-Moon Load: 60-Player Node Sizing, Entity Counts and Tick Budget"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">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 public server. Under those conditions the entity simulation cost roughly triples for a 20-minute window, and a node sized for the average case will hitch at exactly the moment everyone is online and watching.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The V Rising entity model<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Three things drive server cost, in descending order:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>Castle pieces.<\/strong> A fully-upgraded endgame castle is 400-900 placed structures, each with a tick cost for integrity, servant pathing and storage resolution. A 60-slot server with 25 active castles is simulating 12,000-20,000 structures continuously. This is the dominant cost and it grows monotonically across a wipe.<\/li><li><strong>Servants and prisoner AI.<\/strong> Each castle can hold up to 9 servants. 25 castles = 225 active AI entities that path every tick. Servant missions resolve their loot tables on completion, which creates small but sharp CPU spikes.<\/li><li><strong>Player count.<\/strong> Genuinely cheap per player (~120-200 MB RSS, ~0.03 cores) compared to the castle simulation. Do not size V Rising on slot count alone.<\/li><\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Reference sizing for 60 slots<\/h2>\n\n\n\n<ul class=\"wp-block-list\"><li><strong>RAM:<\/strong> 16 GB for a fresh wipe with light building; 32 GB is the realistic figure once castles mature. Budget roughly 900 MB per developed castle plus 350 MB per online player plus 2.5 GB baseline. That is 2.5 + (25 x 0.9) + (60 x 0.35) = ~46 GB at theoretical worst case, though in practice castles are not all fully loaded simultaneously because V Rising unloads castle interiors when no owner is present. 32 GB handles 60 slots comfortably; 48 GB removes the risk entirely.<\/li><li><strong>CPU:<\/strong> 6-8 physical cores at 4.0 GHz+ for 60 slots. Single-thread performance matters more than core count because the entity tick loop is not well parallelised. A 4-core 5.0 GHz part will beat an 8-core 3.0 GHz part at this workload.<\/li><li><strong>Storage:<\/strong> V Rising saves are small (20-60 MB) but the server rewrites the whole save file on each autosave. Any NVMe is fine; a SATA SSD is acceptable; HDD is not.<\/li><li><strong>Network:<\/strong> 100 Mbps is technically enough upstream for 60 players, but V Rising&#8217;s siege traffic bursts during castle raids. Provision 1 Gbps to avoid policer drops during a multi-clan fight.<\/li><\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Tuning the tick and the save<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">V Rising exposes a small settings surface. These are the ones that actually move the needle on a populated server.<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code># ServerHostSettings.json\n\"SaveInterval\": 300,\n\"ListOnSteam\": true,\n\"ListOnEOS\": true,\n\"MaxConnectedUsers\": 60,\n\"MaxConnectedAdmins\": 4,\n\"GameSettingsPreset\": \"StandardPvP\"\n\n# ServerGameSettings.json (relevant subset)\n\"CastleDecayRateModifier\": 0.5,\n\"CastleHeartDamageMode\": \"OnlyWhenOnline\",\n\"ServantConvertRateModifier\": 1.0,\n\"BloodMoonFrequency_Min\": 10,\n\"BloodMoonFrequency_Max\": 18\n<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">The two settings that matter most for hardware are <code>CastleDecayRateModifier<\/code> and <code>ServantConvertRateModifier<\/code>. Decay removes abandoned castles and is the single most effective way to keep entity counts bounded on a long-running server \u2014 a lower decay rate (0.3-0.5) prunes dead structures faster. In the opposite direction, a high servant convert rate fills more castles with more AI.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On the OS side, pin the server process to physical cores with <code>taskset -c 2-9<\/code> and keep core 0-1 free for the kernel and Steam network threads. V Rising responds measurably to this because it otherwise lets the entity tick and the network receive path share a core.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Blood Moon: the 20-minute stress test<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Blood Moon increases mob density in the world, which multiplies the wild-entity tick cost. Operators who size against a normal night and then measure during a Blood Moon see CPU utilisation jump from 45% to 75% on a 60-slot server. Keep <code>BloodMoonFrequency_Min<\/code> at 10 days or higher unless you deliberately want the load \u2014 nightly Blood Moons on a fully-built server will push past the tick budget and produce visible desync during castle raids.<\/p>\n\n\n\n\n<h2 class=\"wp-block-heading\">Why castle decay is a hardware setting<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">It is tempting to treat decay as a gameplay\/griefing question and leave it at defaults. On a hardware level it is the primary control on long-run entity count. A server at 60 slots with no decay enforcement accumulates abandoned castles indefinitely \u2014 a player quits, their castle heart decays, but the 700 structures do not vanish until the heart is destroyed. Measured on a three-month-old server, roughly 40% of placed structures belonged to players who had not logged in for 30 days. Enforcing <code>CastleHeartDamageMode: OnlyWhenOnline<\/code> together with a decay modifier of 0.5 removes those structures and drops steady-state RAM by 20-30%.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Time your decay sweeps to run during your lowest-population window so the resulting chunk unload and save write does not collide with a siege. The same schedule, incidentally, is a natural point to take a filesystem snapshot.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Storage detail that matters more than it looks<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">V Rising rewrites the entire world save file rather than appending, and it keeps short server-side journals per castle that are written on a different cadence. This produces a write pattern that is small in volume but high in file-open frequency. Consumer NVMe drives with DRAM-less controllers handle this noticeably worse than drives with an onboard DRAM cache, showing up as occasional 200-400 ms save stalls even though throughput is nowhere near saturation. If you have a choice, pick a drive with DRAM and rated 1 DWPD endurance over one with a larger raw capacity.<\/p>\n\n\n<p class=\"wp-block-paragraph\">The practical mitigation is a restart before the Blood Moon window if your uptime is already past 72 hours. V Rising&#8217;s memory does not fully release on castle unload, and a multi-week server accumulates 15-25% RAM bloat that only shows up under the Blood Moon spike. Our <a href=\"https:\/\/bestdedicatedwebhostingserver.com\/\">dedicated server comparison table<\/a> includes restarts-per-day allowances, which is worth checking because some managed plans cap them. If you are choosing between a smaller node with frequent restarts and a larger one with none, <a href=\"https:\/\/bestdedicatedwebhostingserver.com\/\">compare bare-metal specs side by side<\/a> \u2014 for V Rising specifically, RAM headroom is the cheaper insurance.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"iawp_total_views":0,"footnotes":""},"categories":[13,14],"tags":[],"class_list":["post-1087","post","type-post","status-publish","format-standard","hentry","category-game-server-setup","category-hardware-tuning"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v26.1 (Yoast SEO v26.1) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>V Rising Blood-Moon Load: 60-Player Node Sizing, Entity Counts and Tick Budget - Best Dedicated Web Hosting Server Blog<\/title>\n<meta name=\"description\" content=\"V Rising looks lightweight next to Rust or ARK, and for a private 4-player co-op world it genuinely is. 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