# Windrose Server Performance Guide (/docs/windrose/server-performance)



Windrose is built on Unreal Engine 5 and is in Early Access — server performance improves with each update. This guide covers the settings and practices that help keep your server running smoothly.

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Recommended Resources [#recommended-resources]

| Players | RAM   | CPU               | Notes                                       |
| ------- | ----- | ----------------- | ------------------------------------------- |
| 2       | 8 GB  | 2 cores @ 3.2 GHz | Minimum for dedicated server                |
| 4       | 12 GB | 2 cores @ 3.2 GHz | Recommended for co-op crews                 |
| 8–10    | 16 GB | 4 cores @ 3.2 GHz | May have performance issues in Early Access |

> **Self-hosting (client + server on the same PC):** You need at least **24 GB RAM** — roughly 16 GB for the game client plus 8 GB for the server process. Running both on the same machine with less RAM will cause crashes or severe lag.

> **Player cap:** During Early Access the developers recommend **4 players** for the best experience. 8-player support is being tested. Setting `MaxPlayerCount` higher than the current build supports has no effect.

XGamingServer plans run on **AMD Ryzen 9 7950X** CPUs with DDR5 RAM and NVMe SSDs — all of which matter for UE5 server performance.

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Scheduled Restarts [#scheduled-restarts]

Scheduled restarts are the single most effective thing you can do for long-session performance. UE5 servers accumulate memory over time, and a daily or 12-hour restart clears that cleanly.

See [Scheduled Restarts](/docs/windrose/scheduled-restarts) to set one up in under 2 minutes.

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Monitor Resources in the Panel [#monitor-resources-in-the-panel]

1. Go to your server **Dashboard** in the panel
2. The **CPU** and **Memory** widgets show live usage
3. If CPU is consistently above 80% with players online, consider upgrading your plan

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World Complexity and Multipliers [#world-complexity-and-multipliers]

High multipliers increase the amount of processing required per player interaction:

* Very high `MobHealthMultiplier` values (e.g. 5.0) mean longer fights with more AI ticks per encounter
* `Coop.StatsCorrectionModifier` and `Coop.ShipStatsCorrectionModifier` scale enemy AI with player count — keep these reasonable for larger crews

For more detail, see [World Modifiers](/docs/windrose/world-modifiers).

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NVMe SSD Storage [#nvme-ssd-storage]

World data is stored in `RocksDB/` — a key-value database that does many small reads/writes during play. NVMe SSD storage (included on all XGamingServer plans) makes a measurable difference here versus spinning-disk or standard SATA SSDs.

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Early Access Notes [#early-access-notes]

Since Windrose is in Early Access, some performance issues are engine/game bugs rather than configuration problems. After a major update:

1. Stop the server and run a [reinstall](/docs/windrose/update-server)
2. Check the [Windrose Steam news page](https://store.steampowered.com/app/3041230/Windrose/) for known server-side performance fixes in the patch notes

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Related Guides [#related-guides]

* [Scheduled Restarts](/docs/windrose/scheduled-restarts)
* [World Modifiers](/docs/windrose/world-modifiers)
* [Update Your Server](/docs/windrose/update-server)
* [Player Slots](/docs/windrose/player-slots)
