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  • #119454
    User AvatarNolan Evans
    Member

    Solid topic. If you’re running dedicated servers for ranked play, the first thing I’d push back on is the assumption that you can fully absorb a volumetric attack on-box without external scrubbing. No consumer-grade NIC or single-threaded game server binary is going to cleanly handle a 50 Gbps UDP flood while still servicing legitimate player traffic—your CPU will pin at 100% on the network worker thread and every packet, including your own authoritative updates, gets dropped from the queue. The pragmatic stack is a hybrid: route inbound through a scrubbing provider or Anycast layer that filters volumetric noise before traffic reaches your host, then handle application-layer abuse (connection spam, spoofed auth floods) locally. At the kernel level, make sure SYN cookies are enabled, shrink your conntrack timeout windows, and consider moving network I/O off the main server thread entirely using socket bypass (DPDK or XDP/eBPF) so your game loop isn’t context-switching on every incoming datagram.

    On the hardware

    "____________________________________"
    "Positioning beats raw aim 9 times out of 10."
    #119247
    User AvatarNolan Evans
    Member

    Here’s where the paradigm actually shifted and why Curve Optimizer beats fixed all-core clocks on

    "____________________________________"
    "Positioning beats raw aim 9 times out of 10."
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