High memory alone does not make a game server smooth. Engine threading, single-core CPU performance, plugins/mods, NVMe IO, network path to players and DDoS protection all matter.
It depends on the game, but many dedicated game servers concentrate work on a limited number of main threads, making strong single-core CPU and stable networking critical. Memory scales with mods/plugins and map size. Start from the actual server software and target tick rate.
Some games scale across cores, while others bottleneck on a main thread. Sixteen slower cores are not automatically better than four fast ones.
Main-thread workloads
Games with async workers
World saves and asset IO
The same 50 players can consume very different resources on vanilla versus heavily modded servers. Bots, entities, plugins and world size matter.
Internet routing matters more than physical distance alone. If a test IP is available, measure from multiple ISPs.
ping -c 30 game.example.commtr -rwzc 50 game.example.comss -lntupiftop -n 2>/dev/nullnload 2>/dev/nullDDoS protection is not simply on or off. Protocol support, mitigation capacity, false positives and route behavior during attacks matter.
Blindly copying live world files can produce inconsistent backups. Use the game engine's save/flush command or snapshot mechanism.
It depends on game, mods/plugins, world size and player behavior. A fixed memory-per-player formula is unreliable.
A strong VDS can be enough for small/mid communities; dedicated becomes relevant for multiple instances, heavy mods or sustained CPU load.
Usually no. For most dedicated game servers without server-side rendering, CPU and networking matter more.
Share engine, concurrent players, plugins/mods and location needs; we can plan VDS versus dedicated technically.