{"id":337,"date":"2021-03-11T14:53:57","date_gmt":"2021-03-11T14:53:57","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=337"},"modified":"2026-06-14T17:00:47","modified_gmt":"2026-06-14T17:00:47","slug":"dedicated-vs-slots-valheim-server","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/dedicated-vs-slots-valheim-server\/","title":{"rendered":"Dedicated Vs Slots Valheim Server"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">If you have shopped around for Valheim server hosting, you have run into two very different ways of pricing and provisioning the same thing. Some hosts sell you a &#8220;dedicated server&#8221; measured in RAM, CPU and storage. Others sell you &#8220;slots&#8221; \u2014 a plan rated for 4, 8 or 10 players. The two models look interchangeable on a comparison table, but they are not. The way Valheim&#8217;s dedicated server process actually consumes resources means slot count is one of the <em>least<\/em> predictive things you can buy a plan by. This guide breaks down what a true dedicated server is, how slot-based hosting differs, and exactly how each one behaves under load, mods and growing player counts \u2014 so you can pick the model that keeps your world smooth instead of the one with the prettiest number.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">What &#8220;dedicated&#8221; actually means for Valheim<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">A true Valheim dedicated server is a standalone process \u2014 <code>valheim_server.exe<\/code> on Windows or its Linux equivalent \u2014 that runs 24\/7 completely independent of any player&#8217;s game client. Nobody has to be logged in for the world to stay alive. The server holds the world simulation, accepts connections, and keeps ticking when everyone has logged off for the night. Crucially, with a real dedicated server you have control over the underlying hardware allocation: the RAM, the CPU clock and core count, the storage type, and the full configuration surface \u2014 the admin list, the <code>-savedir<\/code> path, the <code>-world<\/code> name, and any mod framework you install.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This is different from a &#8220;listen server&#8221; or peer-to-peer co-op session, where one player&#8217;s client doubles as the host. In a listen-server setup, the world only exists while the host is online, the host&#8217;s home PC and internet connection carry the entire load, and everyone else&#8217;s experience degrades the moment the host alt-tabs or their upload chokes. A dedicated server removes the host from the equation entirely. That is the foundational difference, and most reputable <a href=\"https:\/\/xgamingserver.com\/dedicated-valheim-server-hosting\">always-on Valheim hosting<\/a> plans are built on this model whether they call it &#8220;dedicated&#8221; or not.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">What &#8220;slot-based&#8221; hosting actually means<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Slot-based hosting prices and limits the server by the number of player slots rather than by raw resources. You buy a &#8220;10-slot Valheim server&#8221; and the host configures it to accept up to ten concurrent connections. On the surface this is intuitive: more friends, more slots, more money. The problem is that slots are an abstraction layered on top of the real resource allocation, and they tell you almost nothing about how the server will perform.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Here is the key fact that the entire dedicated-vs-slots debate hinges on: <strong>slots do not drive Valheim performance \u2014 RAM and CPU clock do.<\/strong> A 10-slot plan running on a slow shared CPU core with 3 GB of RAM will rubber-band and desync with six players in a big base, while a &#8220;4-slot&#8221; plan on a high-clock CPU with 8 GB will run buttery smooth. Slot pricing can obscure the real resource allocation underneath. Per-GB or per-resource pricing is simply more honest, because it lets you right-size the box to your world instead of guessing from a player number that has no direct relationship to frame-stable simulation.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Why Valheim performance comes from RAM and CPU clock, not slots<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">To understand why slot count is misleading, you need to know how Valheim&#8217;s server consumes resources. These are community-verified figures (Valheim has no official server spec sheet), but they are consistent across hosts.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">RAM: the silent slot killer<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Valheim is RAM-heavy, and its memory use grows with explored world size and the number of structures, not just player count. Realistic figures:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>~2 GB<\/strong> is the bare minimum to launch.<\/li>\n<li><strong>~3 GB<\/strong> is typical even for a small world with only a couple of players.<\/li>\n<li><strong>4 GB+<\/strong> for a 2\u201310 player world.<\/li>\n<li><strong>8 GB+<\/strong> for 10+ players or heavy mods like Valheim Plus or Epic Loot.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Notice that a &#8220;10-slot&#8221; plan and an &#8220;8 GB&#8221; plan are describing two different axes. The slot number caps connections; the RAM figure determines whether those connections will actually have a stable experience. A slot plan that quietly ships 4 GB to a ten-player server is under-provisioned the moment you build a sprawling base, because RAM grows with explored terrain and structures regardless of how many players are online.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">CPU: single-threaded, so clock speed rules<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">This is the single most important and most misunderstood point. The Valheim dedicated server is <strong>largely single-threaded<\/strong> \u2014 the main game loop runs on one core. Around four cores is a reasonable recommendation, but extra cores do very little once the main loop is saturated. What matters is <strong>single-core clock speed<\/strong>. CPUs below roughly <strong>3.0 GHz<\/strong> are repeatedly cited as the cause of rubber-banding and desync, because the simulation loop simply cannot keep up with registered player actions.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This single-thread bias is why the smoothness hierarchy for Valheim is: <strong>CPU clock speed > core count > slot count.<\/strong> A slot-based host advertising &#8220;unlimited cores&#8221; or a big slot number is selling you the two least important variables. The one number that predicts smooth play \u2014 single-core clock \u2014 is the one slot plans almost never disclose.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Storage and bandwidth<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">An SSD is strongly recommended, with roughly 60 GB of free space typical for the install plus growing world saves. Healthy upstream bandwidth matters too (hosts cite figures around 250 Mbit\/s), though as the next section explains, the real networking constraint in Valheim is a hard per-connection cap, not your raw pipe.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Resource<\/th><th>Minimum<\/th><th>2\u201310 players<\/th><th>10+ \/ heavy mods<\/th><\/tr><\/thead><tbody><tr><td>RAM<\/td><td>~2 GB<\/td><td>4 GB+<\/td><td>8 GB+<\/td><\/tr><tr><td>CPU<\/td><td>~4 cores, >3.0 GHz<\/td><td>High single-core clock<\/td><td>Highest clock available<\/td><\/tr><tr><td>Storage<\/td><td>~60 GB SSD<\/td><td>SSD on fast path<\/td><td>SSD, <code>-savedir<\/code> on fast disk<\/td><\/tr><tr><td>What &#8220;slots&#8221; tell you<\/td><td colspan=\"3\">Nothing about any of the above<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">How player count actually behaves on a Valheim server<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">People assume that doubling the players doubles the server load. With Valheim it is more nuanced, and understanding it changes how you read a slot plan.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The 64 KB\/s per-client cap<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The dedicated server has a <strong>hard-coded per-client send\/receive limit of roughly 64 KB\/s<\/strong>. This is the single most-cited bottleneck for multiplayer lag, and no vanilla setting exposes it. When players are clustered in the same loaded area with lots of activity, that ceiling throttles the data each client can exchange with the server, producing desync. The popular community fix is the <strong>Better Networking<\/strong> mod, which raises the limit to 256 KB\/s or more \u2014 but that requires installing a mod framework, which is itself a dividing line between dedicated and many slot hosts (more on that below).<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Distributed simulation<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Valheim runs some game logic on players&#8217; clients rather than entirely on the server. This means one player with a poor connection or a weak PC can cause glitches and desync for everyone nearby, regardless of how powerful your server is. No amount of slots or RAM fully insulates you from a bad client. It also means the &#8220;load&#8221; of an extra player is partly about <em>where<\/em> they are and <em>what<\/em> they are doing, not just their headcount.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Structures and entities matter more than headcount<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Too many active instances in a loaded area \u2014 large bases with many build pieces, lots of creatures, abandoned mega-builds \u2014 increase load and desync far more than an extra player or two. Excessive terrain and ground modification is a well-known performance drain (which is why the <code>optterrain<\/code> command exists to convert legacy terrain edits). A four-player server with three enormous interconnected bases can be heavier than a ten-player server of nomads. This is the deepest reason slot count fails as a performance metric: the thing that actually melts a Valheim server is your build density, and no slot number captures that. If you are already fighting stutter, our dedicated guide on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-fix-lag-desync-in-valheim-dedicated-server\/\">fixing lag and desync in a Valheim dedicated server<\/a> walks through each mitigation in order.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Control and configuration: the dividing line<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Beyond raw performance, dedicated and slot models differ sharply in how much of the server you actually control. A true dedicated server gives you the full configuration surface; many slot plans restrict it.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Admin access and console commands<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">On a dedicated server, admins are defined in <strong><code>adminlist.txt<\/code><\/strong> \u2014 one <strong>SteamID64<\/strong> per line (Crossplay\/PlayFab IDs are also accepted), with no comments or extra text on the line. Changes usually apply immediately; restart the server if they do not take. You can find your SteamID64 by pressing <strong>F2<\/strong> in-game, by watching the server console as a player joins, or via a lookup site.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But here is a critical limitation that trips up almost everyone, and it applies to <em>every<\/em> vanilla dedicated server regardless of host. The console commands split into three groups, and the powerful &#8220;creative&#8221; ones do not work on a dedicated server even for admins:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Admin commands that DO work on a dedicated server<\/strong> (caller must be in <code>adminlist.txt<\/code>): <code>ban<\/code>, <code>unban<\/code>, <code>banned<\/code>, <code>kick<\/code>, <code>save<\/code>, <code>ping<\/code>, <code>setworldmodifier<\/code>, <code>setworldpreset<\/code>, <code>resetworldkeys<\/code>.<\/li>\n<li><strong>Player\/utility commands usable anywhere<\/strong> (no dev mode needed): <code>info<\/code>, <code>ping<\/code>, <code>lodbias [number]<\/code> (draw distance; treat 1\u20135 as the safe documented client range), <code>fov<\/code>, <code>maxfps<\/code>, <code>nomap<\/code>, <code>noportals<\/code>, <code>printseeds<\/code>, <code>optterrain<\/code>, <code>help<\/code>.<\/li>\n<li><strong>Cheat\/dev\/world-owner commands that DO NOT work on a dedicated server<\/strong>: <code>god<\/code>, <code>fly<\/code>, <code>spawn<\/code>, <code>genloc<\/code>, <code>debugmode<\/code>, <code>tame<\/code>, <code>heal<\/code>, <code>raiseskill<\/code>, and the rest. The wiki states verbatim these are &#8220;available in singleplayer or manually hosted mode only.&#8221;<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">So if you want to spawn items, fly around to build, or use god mode on your server, you cannot do it on a vanilla dedicated server. Your options are to do it as the world-owner in singleplayer\/listen mode, or to install the <strong>Server Devcommands<\/strong> mod (Thunderstore, BepInEx). That second option is only available if your host lets you install mods \u2014 another place slot plans often fall short. For the full breakdown including the creative-mode workflow, see our <a href=\"https:\/\/xgamingserver.com\/blog\/valheim-dedicated-server-console-commands-creative-mode-item-prefab-list\/\">Valheim console commands and creative-mode prefab list<\/a> guide.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Mod support: where slot plans often hit a wall<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Valheim mods load through <strong>BepInEx<\/strong>, the community Unity plugin framework. The Valheim-specific build is <strong>BepInExPack_Valheim<\/strong> (denikson) on Thunderstore. Installing it means unpacking the contents into the Valheim game\/server root \u2014 the folder containing <code>valheim_server.exe<\/code> \u2014 which creates a <code>BepInEx\/<\/code> folder with a <code>plugins\/<\/code> subfolder. You then drop each mod&#8217;s <code>.dll<\/code> into <code>BepInEx\/plugins\/<\/code>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The catch for multiplayer: for most gameplay mods, <strong>BepInEx and the matching plugins must be installed on BOTH the server and every player&#8217;s client<\/strong> at compatible versions. Client-only cosmetic or QoL mods are the exception. Mismatches cause connection failures or desync. This is why true file-system access to the server root matters \u2014 and why a locked-down slot panel that does not expose the install directory can make serious modding impossible. Our walkthrough on <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-add-install-mods-to-a-dedicated-valheim-server\/\">adding and installing mods on a dedicated Valheim server<\/a> covers the full BepInEx setup, and if you ever need to roll back to vanilla, see <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-disable-valheim-server-bepinex-mods\/\">how to disable BepInEx mods<\/a>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">World seeds and save control<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">There is no seed launch flag for the dedicated server. To run a specific seed you create the world locally with that seed, play it for a minute or two so both files generate, then upload <strong><code>WorldName.fwl<\/code><\/strong> (metadata, including the seed) and <strong><code>WorldName.db<\/code><\/strong> (terrain, buildings, chests) into the server&#8217;s <code>worlds_local<\/code> folder and point <code>-world<\/code> at that name. Full file access is required to do this cleanly \u2014 another area where dedicated control wins over a restrictive slot panel. See <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-generate-valheim-world-seed\/\">how to generate and set a Valheim world seed<\/a> for the step-by-step.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Cost trade-offs: what you are really paying for<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Slot plans are usually simpler to buy and can look cheaper for tiny groups, because a 4-slot tier is a small, tidy SKU. But the saving can be illusory if that tier ships under-provisioned RAM or shares a slow CPU core \u2014 you pay in rubber-banding rather than dollars. Per-resource pricing on a dedicated model costs more transparently: you see the RAM, you see (ideally) the CPU, and you can right-size to your world&#8217;s build density and mod load.<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Factor<\/th><th>True dedicated \/ per-resource<\/th><th>Slot-based<\/th><\/tr><\/thead><tbody><tr><td>Performance predictability<\/td><td>High \u2014 you control RAM\/CPU clock<\/td><td>Low \u2014 slots hide real allocation<\/td><\/tr><tr><td>Runs 24\/7 when players are offline<\/td><td>Yes<\/td><td>Usually yes<\/td><\/tr><tr><td>Mod \/ BepInEx access<\/td><td>Full file-system access<\/td><td>Often restricted<\/td><\/tr><tr><td>Config control (admin, savedir, world)<\/td><td>Full<\/td><td>Often limited<\/td><\/tr><tr><td>Pricing transparency<\/td><td>Per GB \/ per resource<\/td><td>Per player slot<\/td><\/tr><tr><td>Best for<\/td><td>Modded, large bases, growing groups<\/td><td>Simple small vanilla co-op<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">When each model makes sense<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Choose slot-based hosting if:<\/strong> you have a small, fixed group of vanilla players, you do not intend to mod, you want the simplest possible signup, and you are confident the host&#8217;s slot tier ships adequate RAM and a fast core. For a casual three-friend vanilla world that never grows, a well-provisioned slot plan is fine.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Choose a true dedicated \/ per-resource server if:<\/strong> you plan to install mods (Valheim Plus, Epic Loot, Better Networking, Server Devcommands), you expect big bases or heavy terraforming, your group might grow past a handful of players, you want a specific seed uploaded, or you simply want the performance certainty that comes from knowing your CPU clock and RAM allocation. Because Valheim&#8217;s single-thread bias means CPU clock speed beats core count beats slot count, the dedicated model lets you buy the variable that actually matters.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Whichever you pick, the foundational rules are documented in the official <a href=\"https:\/\/xgamingserver.com\/docs\/valheim\">Valheim server documentation<\/a>, which covers admin lists, world files and launch parameters in detail.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Is a dedicated Valheim server better than slot-based hosting?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">For performance predictability, mod support and full control, yes. Valheim&#8217;s server is largely single-threaded, so smooth play depends on high single-core CPU clock (above ~3.0 GHz) and enough RAM (4 GB+ for 2\u201310 players, 8 GB+ for heavy mods). A dedicated\/per-resource plan lets you see and choose those values; a slot plan hides them behind a player number that does not predict performance. For a tiny vanilla co-op group, a well-provisioned slot plan can be perfectly adequate and simpler to buy.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How many slots or players can a Valheim server handle?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Player count is gated less by a slot number and more by RAM, CPU clock, and the hard-coded ~64 KB\/s per-client send\/receive limit in the dedicated server. As players cluster in one loaded area with big bases and many entities, that networking cap and the single-threaded loop become the bottleneck. The Better Networking mod can raise the cap to 256 KB\/s+, but it requires a server that lets you install BepInEx mods. Build density and terrain edits often matter more than headcount.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Do slot-based Valheim servers support mods?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">It depends entirely on the host. Mods load through BepInEx (BepInExPack_Valheim by denikson), which you install by copying it into the server root and dropping <code>.dll<\/code> files into <code>BepInEx\/plugins\/<\/code>. That requires file-system access to the install directory, which many locked-down slot panels do not provide. Most gameplay mods must also be installed on every player&#8217;s client at matching versions, or you get connection failures and desync. If serious modding is your goal, a server with full file access is the safer choice.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Why does my Valheim server lag or rubber-band even with few players?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The usual culprits are a CPU core below ~3.0 GHz, too little RAM, the ~64 KB\/s per-client cap, distributed simulation (a single laggy player&#8217;s client can glitch everyone nearby), and excessive structures or terrain modification in a loaded area. Mitigations: use a true dedicated server off your gameplay PC, get a high single-core clock CPU plus an SSD with <code>-savedir<\/code> on fast storage, reduce build and ground-piece counts, restart the server regularly because memory grows over time, and install Better Networking if you are hitting the bandwidth cap.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can I use god mode or spawn items on a Valheim dedicated server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Not on a vanilla dedicated server. Commands like <code>god<\/code>, <code>fly<\/code>, <code>spawn<\/code>, <code>genloc<\/code> and <code>debugmode<\/code> are world-owner\/singleplayer-only and do not work on a dedicated server even for admins listed in <code>adminlist.txt<\/code>. Admins on a dedicated server can only use <code>kick<\/code>, <code>ban<\/code>, <code>save<\/code>, <code>ping<\/code>, <code>lodbias<\/code>, and the world-modifier commands. To get creative commands on a dedicated server you must install the Server Devcommands mod (Thunderstore, BepInEx) \u2014 which again requires a host that allows mods.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I move my existing world or a specific seed to a dedicated server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">There is no seed launch flag, so you generate the world locally with the seed you want, play it for a minute or two so both files exist, then upload <code>WorldName.fwl<\/code> and <code>WorldName.db<\/code> into the server&#8217;s <code>worlds_local<\/code> folder and set the server&#8217;s <code>-world<\/code> parameter to that name (without extension), then restart. You can read or confirm a seed by opening the <code>.fwl<\/code> in a text editor \u2014 the world name is on the first line and the seed string on the second. This requires file access, which dedicated plans provide and restrictive slot panels may not.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The bottom line<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Slot-based hosting sells you the one number that least predicts a smooth Valheim world. The variables that actually determine performance \u2014 single-core CPU clock above ~3.0 GHz, RAM that scales with your explored world and build density, file access for BepInEx mods and seed uploads, and the freedom to restart and reconfigure \u2014 are exactly the ones a true dedicated, per-resource server puts in your hands. For a tiny vanilla group on a generously provisioned plan, slots are fine. For anything modded, growing, or base-heavy, buy the resources, not the slots.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>If you have shopped around for Valheim server hosting, you have run into two very different ways of pricing and provisioning the same thing. Some hosts sell you a &#8220;dedicated server&#8221; measured in RAM, CPU and storage. Others sell you &#8220;slots&#8221; \u2014 a plan rated for 4, 8 or 10 players. The two models look [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":356,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[18],"tags":[],"class_list":["post-337","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-valheim-server-docs"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v24.5 (Yoast SEO v26.7) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Dedicated Vs Slots Valheim Server - XGamingServer<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/xgamingserver.com\/blog\/dedicated-vs-slots-valheim-server\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Dedicated Vs Slots Valheim Server\" \/>\n<meta property=\"og:description\" content=\"If you have shopped around for Valheim server hosting, you have run into two very different ways of pricing and provisioning the same thing. Some hosts sell you a &#8220;dedicated server&#8221; measured in RAM, CPU and storage. Others sell you &#8220;slots&#8221; \u2014 a plan rated for 4, 8 or 10 players. 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