Protecting the tick: core isolation, kernel latency and the numbers
How we give a game server its own cores, what we changed in the kernel, and the scheduler latency we measured across three kernels, limits included.
How we give a game server its own cores, what we changed in the kernel, and the scheduler latency we measured across three kernels, limits included.
What overselling actually is, the signs that give an oversold game host away, and the questions to ask before you pay, so you are a harder buyer to fool.
A plain reference for Minecraft server requirements, what single-thread CPU, RAM and storage each decide, with rough guidance by player count and type.
How much RAM a Minecraft server actually needs, why RAM is capacity and not speed, and rough guidance by server type so you do not overpay for memory.
Why raw core count does not lift the ceiling on one game instance, where more cores genuinely earn their keep, and how to tell which case you are in.
What dedicated and shared game hosting actually mean, when shared is genuinely fine, the signs you have outgrown it, and what dedicated buys you.
Why a Minecraft server lives on one thread, why the large-cache X3D parts win on a dedicated box, and how to choose a CPU without falling for myths.
Vanilla, plugin SMP, modded pack, or a minigame network. A plain look at what each Minecraft server type asks of you, so you can pick the right one.
A look at how our game server network is built, dual-homed 2x10G links, deep-buffer edge, and in-fabric DDoS filtering, with nothing oversubscribed.
A layer by layer look at the game server hosting stack we run, from hardware and a tuned OS to Docker and server software, with no overselling.