GameGrid
Uncapped Resource Usage - Full Host Performance - visual guide

Uncapped Resource Usage - Full Host Performance

No artificial per-server resource throttling. Your server can use available host CPU, RAM, disk, and network to deliver the best possible performance - subject to physical host capacity and shared infrastructure.

No Artificial Throttling

A fresh GameGrid server runs with no artificial per-server resource throttling:

  • No CPU throttle - your server can use available CPU cycles
  • No RAM throttle - your server can use available host memory
  • No disk I/O throttle - your server has full disk throughput
  • No network throttle - your server has full network bandwidth

This means the platform does not impose arbitrary per-server limits. Performance is still subject to physical host capacity, game-engine limitations, shared infrastructure, network conditions, storage workload, and abuse safeguards.

How Capacity Is Managed

Instead of throttling individual servers, the platform manages capacity at the host level - controlling how many servers share each physical host based on its hardware. This ensures no single host is oversold.

Your server can use the resources the host has available. When multiple servers share a host, they compete for resources naturally - the same way applications compete on any shared system. The platform does not artificially limit what your server can use, but it also cannot guarantee a fixed share of resources that other servers may legitimately be using.

Player Limits

Player limits are the game’s, not ours. The platform imposes no cap of its own; the number you can set is whatever that game’s own setting allows, and the Settings tab enforces exactly that range:

  • Palworld — "Maximum Players", default 32, maximum 32. That maximum is the engine’s, not a platform limit. "Cooperative Player Limit" is a separate setting, default 4, maximum 32.
  • Minecraft — "Player Slots" (max-players in server.properties), default 20, maximum 999. The same on every variant: Vanilla, Paper, Fabric, Forge and NeoForge.
  • 7 Days to Die — "Maximum Players", default 8, maximum 64.
  • Valheim — "Max Players", default 10, maximum 64. Valheim has a compiled-in ceiling of 10 players, so anything above that needs an extra plugin. The platform records whether that plugin is installed but does not show you a control for it, so ask support if you want a Valheim server above 10.
  • Windrose — "Max Player Count", default 8, maximum 64.

Actual achievable player counts depend on your server’s hardware, game version, mods and network conditions — the maximum a setting accepts is not a promise that the game runs well there.

Set the limit on the Settings tab. It is marked as needing a restart on every game that has one, so restart the server after changing it.

Performance Considerations

While the platform doesn't throttle resources, high player counts and heavy mod loads still impact game server performance:

  • CPU usage increases with more players (especially single-threaded games like Minecraft)
  • RAM usage increases with more loaded chunks, entities, and mods
  • Network traffic increases with more player connections

If another server on the same host is under heavy load, your server may experience reduced performance — this is normal for any shared hosting environment.

The Resource Usage card on your server’s Overview tab shows what your own game process is actually using, refreshed every 10 seconds. It reports the process, not the machine, so it is the right place to tell "my server is working hard" from "the host is busy". See Live Resource Usage Monitor.