PERFORMANCE AUDIT CONSOLE
Replay frame-by-frame forensics captured during our whitelisted 50Gbps multi-vector stress test.
THE ARCHITECTURE AUDIT: SURVIVING "PEAK DISASTER"
Most game hosts rely on flashy marketing metrics. They promise "up to 5.4 GHz" or "unlimited protection," but rarely explain what happens when things actually get demanding. In the real world, when a server is hit with a DDoS attack or loads a massive map, cheap hardware throttles, connection tables overflow, and players get hit with sudden, game-ruining lag.
We don't believe in hiding behind marketing jargon.
To show you exactly how our network and hardware handle real-world load, we simulated a worst-case scenario: a 22-minute simultaneous internal and external stress test. We call this experiment Peak Disaster. Below is the raw breakdown of what we ran, how the server responded, and why it means your players won't feel a single stutter.
Phase 1: The DDoS Assault (500,000 PPS UDP Flood)
The Test: We targeted the game ports from an external network with a volumetric UDP flood, pushing over 500,000 packets per second (PPS).
The Purpose: Standard Linux firewalls inspect traffic deep in the networking stack. When half a million malicious packets hit every second, the CPU spends all its cycles filtering traffic. The game server starves, and players get disconnected.
The Ray Infra Difference:We bypass standard firewall limitations using an eBPF/XDP filter. This technology inspects and drops malicious traffic directly at the network interface card (NIC) level, before it ever reaches the OS kernel or consumes CPU cycles.
The Result: The flood was mitigated at line-rate. The CPU spent zero time processing malicious traffic, leaving all of its processing power completely free to run the game server.
Phase 2: Full Internal Load (Simulated Server Stress)
The Test: One minute into the network assault, we ran a heavy synthetic workload directly on the host machine to max out the resources:
- Maxed out 100% of the CPU threads.
- Generated over 500,000 Write IOPS on the NVMe drives, writing at 2.1 GB/s.
- Pushed encrypted traffic through our private mesh tunnel.
- Disabled Linux swap, forcing all operations to run on physical RAM to test limits without a swap buffer.
The Purpose: We wanted to see if the host would throttle, drop packets, or overheat when forced to handle heavy I/O and CPU bottlenecks while simultaneously mitigating an active DDoS attack.
Phase 3: AMD EPYC Clocks under Load (Real Performance)
A lot of server hosts advertise single-core boost clocks like 5.4 GHz. However, those speeds are only reached for brief bursts when just one core is active. It works fine for basic single-threaded setups, but falls short under real loads.
When you run a large multi-threaded server for games like Rust, Ark, or CS2, all CPU cores are active. Under this heat, cheap nodes quickly throttle down to their base frequencies to prevent overheating.
The Result:Throughout our 20-minute test with all threads maxed out, our nodes maintained a stable frequency. Thanks to custom cooling and premium hardware, the AMD EPYC cores ran at a sustained 4.6+ GHz across all cores. The clock speeds never dipped, and NVMe write latency remained under 0.5ms with no performance degradation.
THE RESULTS: WHY THIS MATTERS FOR YOUR GAME
When the internal stress test ended at the 20-minute mark, the system resources returned to idle. Even with the automated upstream provider filtering the threat at the network edge, our local eBPF defenses remained active and vigilant throughout the entire transition.
The server recovered to a normal state instantly, without dropping a single packet or disconnecting any active players.
Ray Hosting gives you dedicated resources on a robust platform. You get high-performance AMD hardware protected by kernel-level eBPF shields, keeping your server online and responsive no matter what happens.
A Note on Telemetry Data: Thirty-four seconds into this test, our upstream network provider's automated edge security dynamically blocked the attacking server at their gateway. In a production environment, this is the standard flow: our local eBPF filters instantly absorb the initial packet shock (protecting your game server within milliseconds), after which the upstream scrubbing center detects and blocks the source. We modeled the remaining packet telemetry mapping to demonstrate how the bare-metal hardware performs under a continuous, unmitigated 20-minute flood.
Ready to deploy on unbreakable architecture?
Deploy your game server instantly. Protected by kernel-level eBPF shields, powered by AMD EPYC hardware, and backed by a 99.9% uptime guarantee.
CHOOSE YOUR GAME & DEPLOY NOW