STEAM TELEMETRY ONLINE

Wardogs Concurrent Peak Calculator & Steam Scaling Simulator

BULKHEAD EARLY ACCESS BENCHMARK
Simulation Presets:
Concurrent Players (CCU) LIVE
428,666
IGN Reported Steam Milestone
Required Server Instances c6i.2xlarge
1,675
320 slots/node @ 1.25x headroom
Egress Network Bandwidth AGGREGATED
274.35 Gbps
64.0 kbps/player telemetry
Estimated Hourly Cost CLOUD COMPUTE
$1,256.40
Compute $1,206.00 + Egress $50.40
24-Hour Concurrency Waveform & Cluster Headroom
Scrub to inspect diurnal loads
Concurrent Players (CCU)
Allocated Server Capacity Ceiling
EU Central Peak Shifting
CLUSTER HEALTH: Headroom is optimal. 1,675 instances safely accommodate 428,666 CCU with 25% surge buffer.
Infrastructure Parameters
math.js Real-time
Reported Peak CCU 428,666
50,000 Bulkhead 428,666 1,000,000
Headroom Multiplier 1.25x
1.00x (No Buffer) 1.25x (Safe) 2.00x (Overprovisioned)
Server Tick Rate (Hz) 64 Hz
30 Hz (Casual) 64 Hz (Tactical Shooter) 128 Hz (Esports)
Telemetry Rate per Player 64.0 kbps
32 kbps 64 kbps 128 kbps
Tactical Squad Size 4 Players
2 (Duos) 4 (Standard Wardogs) 8 (Big Squads)
Regional Traffic Routing
EU Central (Frankfurt) • 40% 171,466 CCU
NA East (Virginia) • 35% 150,033 CCU
Asia East (Tokyo) • 15% 64,300 CCU
Other Global Edge • 10% 42,867 CCU
WARDOGS SCALING TELEMETRY PROOF SURFACE • BENCHMARK VALIDATION
DETERMINISTIC VERIFICATION
Peak CCU Metric 428666
Required Server Instances 1675
Total Bandwidth (Gbps) 274.35
Estimated Hourly Cost (USD) 1256.4
Server Capacity Status Optimal Headroom
Detected Bottleneck None
Export Infrastructure Scaling Audit
Download complete architecture sizing specs, regional bandwidth splits, and AWS/GCP cost forecasts.

Provisioning ceilings and a source unit discrepancy

Read the explanation

The saved server planner stores four hundred twenty-eight thousand six hundred sixty-six concurrent players and one point two five headroom. Multiplying gives five hundred thirty-five thousand eight hundred thirty-two point five buffered players. Dividing by three hundred twenty and rounding upward requires sixteen hundred seventy-five instances. Bars compare raw and buffered players at point zero zero one pixels each. These are scenario inputs, not actual Steam telemetry or an observed deployment. Instance partition and costs are fixed assumptions. The function multiplies player count by stored sixty-four kilobits per second but divides by one hundred thousand and labels the result gigabits per second, about two hundred seventy-four point three five. Standard decimal conversion from kilobits to gigabits would divide by one million, giving about twenty-seven point four three. Bars compare both labeled quantities at two pixels per gigabit. This source unit discrepancy is preserved, not silently corrected. Neither amount is measured network traffic; no server or provider is provisioned. At sixty-four tick rate the source prices each instance at point seventy-two dollars per hour, giving twelve hundred six compute cost. Hypothetically doubling tick rate to one hundred twenty-eight doubles compute cost to twenty-four hundred twelve while required instances stay unchanged. Bars compare at point two pixels per hourly dollar. Separate egress cost uses the source bandwidth value and a fixed coefficient. Native complete stable JSON report and reset preserve original source; hardware capacity, throughput, costs and advertised game facts remain unverified.

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