コンテンツへスキップ
ゲーム · レビュー · データベース
フォーラム

Running a competitive FPS tournament – how are you guys shielding the dedicated servers from DDoS without wrecking ping?

ホーム › Forums › Global Gamer Lounge & Matchmaking › Game Deals, Humble Bundles & Steam Sales › Running a competitive FPS tournament – how are you guys shielding the dedicated servers from DDoS without wrecking ping?

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #124828

    I’m putting together a small 12-team invitational for a competitive FPS and the biggest thing on my mind right now is DDoS protection. Last season my regular dedicated servers got hit mid-series by a UDP reflection flood and everything turned into a slideshow – players were pulling 200+ ms spikes and the admins had to just blackhole the server IP, which killed the match entirely. We’re running on UDP because we can’t afford the overhead of TCP retransmits during a live game, but that also means the usual port-based filtering doesn’t really help.

    My question is how people are actually mitigating big floods without adding latency to the actual players. I’ve read that old-school scrubbing centers and upstream blackholing push your traffic through a backhaul and add like 20-50 ms, which is death for a shooter. Has anyone deployed anything at the server level – things like anycast routing, hardware offload on the NIC, or filtering rules that actually keep legit game traffic flowing while eating the flood? Curious what’s proven itself in a real match scenario versus just looking good on paper.

    "Display: ASUS ROG PG27AQDM 240Hz OLED"
    "Mouse: Logitech G Pro X Superlight 2"
    "Pad: Artisan Zero Soft XL"
Viewing 1 post (of 1 total)
  • You must be logged in to reply to this topic.

Gamer24H 内を検索

3文字以上入力してください。

探索

外観

カラーテーマを選択

自動 mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 言語を選択 25 言語
🔍