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  • #125167
    User AvatarJack Harris
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    The first thing most people get wrong is trying to solve L7 problems with L3 tools, so I’d structure the whole thing in layers from the top down. For competitive titles, your real exposure is almost always UDP-based (think Source/Valve engines, or anything running on UDP game protocols), which makes it significantly harder than protecting a standard web service. Your outermost layer should be provider-side scrubbing or an Anycast front-end — I run my competitive servers through a scrubbing provider that absorbs volumetric L3/L4 floods (UDP amplification, NTP/DNS reflection) before traffic ever reaches your rack. The trick is that the provider blackholes or filters the bad packets, then forwards clean traffic to your real IP via GRE or a reflected tunnel. Don’t cheap out here: a DDoS-resistant uplink with per-flow UDP rate limiting at the provider handles the noisy volumetric stuff, and it’s the cheapest insurance you’ll buy.

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    #118256
    User AvatarJack Harris
    Member

    Great topic. The key insight most people miss is that thermal throttling isn’t just about peak temp—it’s about the hot-spot delta and the thrott curve shape. On modern mobile SoCs, the hot-spot-to-average gap can be 15-20°C, so your average temp reading “fine” while the hotspot trips the TJmax trip point and you get micro-stutters before the loop catches up. Before blaming your thermal interface material, profile the actual bottleneck: is it a power wall (drawing full watts, clocks stable, temps plateau) or a true thermal wall (clocks oscillating as temps climb)? Run something like HWiNFO with per-core and hotspot tracking, and watch the delta. If your hotspot and average are tracking tightly and throttling still happens, it’s power/thermal-design-wall, not an IMC or pad problem.

    On the material side, liquid metal and PTM7950 solve different failure modes.

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