Game servers.
Silicon nobody shares.

One tenant on the box, no hypervisor taking cycles mid-match, and root over the kernel knobs your netcode assumes exist.

port
1, 10, 25, 40, 100 Gbps, unmetered
tenant
single
hypervisor
none
locations
AMS · MEP · IAD · PHX

Games are judged by the worst moment.

A game server runs the match: it takes every player's input, updates the world many times a second and sends the result back. When one update arrives late, players feel it as lag or rubber-banding, even if the average looks fine.

A single-tenant machine removes the main source of late updates, other workloads on the same cores. Root lets you tune the kernel and the network stack the way your netcode expects, which a managed or virtual host rarely allows.

How to choose.

  1. 01 ─ threads

    Find out how many threads one match uses. Most game loops lean on one or two, which points to clock speed first and core count second.

  2. 02 ─ matches

    Count matches per machine: cores divided by threads per match, with headroom. Test with a full lobby, not an empty one.

  3. 03 ─ location

    Pick the site closest to your players. Latency is mostly distance, and two regions mean two machines.

  4. 04 ─ launch

    Order before the launch, not on it: handover takes from a few hours to 7 business days, depending on whether the configuration you need is already on the shelf.

  1. 01 ─

    Jitter, not averages

    on a meter or a shared host

    A hypervisor scheduling other tenants on your cores adds worst-case spikes an average never shows.

    here

    Single tenant: nothing else is scheduled on those cores.

  2. 02 ─

    Kernel settings you cannot reach

    on a meter or a shared host

    Managed and virtual hosts fix the network stack for you.

    here

    Root over the kernel and network tuning your netcode assumes.

  3. 03 ─

    Launch day on a meter

    on a meter or a shared host

    Metered bandwidth bills the update and the launch-day spike.

    here

    The port is unmetered, whatever the patch weighs.

What to look for in the machine.

cpuclock speed over core count

A game tick runs on few threads; per-core speed decides how it feels.

tenancysingle tenant

Jitter comes from neighbours on the same cores. Remove the neighbour.

locationclosest to your players

Latency is distance first. Four sites on two continents.

The servers that fit this today are marked under the processor on the price list. The shelf changes; what to look for in the machine does not.

Questions to settle before ordering.

  1. 01 ─

    Can I run Windows game servers?

    Yes: we install it on request; the licence, and everything licensing needs, is yours to bring. We do not supply or resell Windows licences.

  2. 02 ─

    How soon can I have one before a launch?

    Anywhere from a few hours to 7 business days once payment clears, depending on whether the configuration you need is already on the shelf. If the launch date is fixed, plan for the far end.

The rest, for every machine: all questions and the terms.

Tell us what it serves.

The workload, the working set, where the users are. We come back with a machine sized to it, a price and a date.

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