I agree that for gaming you need 2GBs to minimize the need of using slow harddisc. But remember, playing a game is basically about graphics and sounds, your PC has to deal with a lot of details to be displayed and played for you as a player. Those details are stored on your harddrive and they have to be uncompressed (sometimes) and loaded into memory. But a FLserver does something totally different. No graphics, no sounds. Our server currently runs with some 10 years old PCI graphic card I found in garbage and the onboard soundcard is disabled in BIOS (at least I think). The server application just keeps ID's for every objects (player ships, shots, missiles, planets, tradelanes, etc.) and deals with their interactions (missile hits a ship, ship docks a planet, NPC drops loot...) and sends all the data to all connected players. So a server doesn't need as much memory as the client. Well, I mean a Freelancer server which serves max 128 players. An EVE server (or a server farm) is something different as it serves thousands of players...:P
FLserver itself only uses 300-400MB, even with more than 100 players. And those additional background programs take 200MB more. But I'll be watching it more frequently now. It's just I never saw memory usage go over 700MB.
Yeah, the server is doing fine now, I am just searching for further possible ways to improve it. It doesn't need a major upgrade right now, so waiting for introducing new chips in spring sounds reasonable to me.
EDIT:
' Wrote:More RAM sticks = More RAM bandwidth for faster storage and access of memory.
Yes, we already use the dual-channel architecture, we have 2x 512MB modules...