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Valheim dedicated server

StDragon

Anyone run a Valheim dedicated server? I'm looking to support up to 6 simultaneous players. I have an i7-3700 with 4GB of RAM to throw at it. Will that suffice?

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It probably gonna be your bandwidth you gotta worry about, hardware should be no problem at all. It really doesn't take much to run dedicate servers in most cases, this game included. 

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22 minutes ago, StDragon said:

Anyone run a Valheim dedicated server? I'm looking to support up to 6 simultaneous players. I have an i7-3700 with 4GB of RAM to throw at it. Will that suffice?

Did you look at the server requirements for the game? 

 

https://www.google.com/search?q=valheim+server+requirements&rlz=1C1SQJL_enUS913US914&oq=valheim+server+requirements&aqs=chrome.0.0i324j0l3j0i22i30l4.4554j0j7&sourceid=chrome&ie=UTF-8

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"Network: 100Mbps minimum (1Gbps recommended)"

 

Yeah, I'm thinking this is on the high-end of concurrent player activity. I don't see why this is required when playing online seems doable. I've got up to 12 mbp/s upload to provide, so I know there will be a limitation on concurrent activity. Granted, I think bandwidth will ultimately be more of an issue than CPU cycles and RAM.

 

What I ultimately want/need to know is how much bandwidth per player on average? Would be nice to have a formula to assess my own requirement and resources to provide.

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  • 3 weeks later...

The default limit in the server and client is set to 640 kb/sec so you don't need a large pipe.  If you do 0.64 * # of users, will give you your approximant upload speed in mbps.

 

I have modified the dedicated server to support up to 256KB/sec per user and with 7 users the highest usage we have seen is around 5 Mbps/sec upload.  With that said it only takes one person with a slow computer\internet connection to bring the game to a crawl.    The server is just a middle man that forwards traffic, so CPU\Ram is not really important on the server.  Most of the computing is done on the client computers (Whoever enters an area first controls that area (AI, door, chests etc).  

 

We have to make sure one of our players never goes to an area first (through a portal) as his system is really slow and can't handle running the AI\environment.

 

 

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29 minutes ago, Allan B said:

The default limit in the server and client is set to 640 kb/sec so you don't need a large pipe.  If you do 0.64 * # of users, will give you your approximant upload speed in mbps.

Good info, thanks.

 

I was able to chat with a few mods on Discord and they echoed what you've said as well regarding how the the client/server functions.

 

I've always assumed it was hub and spoke configuration. It only is with regard to a central database of changes to the world map. But as you've correctly pointed out, the central hub of activity is wholly dependent on who holds the baton for originally being in a certain area. In a sense, that player becomes the "server" of activity and thus are the Alpha in maintaining real-time activity. But when it comes to syncing world data for permanent capture, that still goes over to the hosted server. Very interesting how the role of the server is abstracted between hosting the data and whom is actively the node for hosting activity; an abstraction by design.

 

IMHO, I'm not sure I'm ok with this. This paradigm in client/server does scale really well for 30+ players and beyond to a certain extent. But but the load segmentation is all predicated on everyone having a low-latency link with enough bandwidth. For 10 players and lower, I really think there should be a setting to force the server to also host all activity (AI, physics, motion, etc) as well.

Anyways, I was able to obtain a micro PC with an i3 running at 3.2Ghz. Apparently the server is more sensitive to CPU speed than raw core count; hence my decision to go with a box that I can host Linux on from a performance/price value.

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  • 3 weeks later...

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