High clocks for the main loop
Up to 5.4 GHz on the Core 16 and 5.7 GHz on the Core 16X give single-threaded simulation loops more headroom within each tick.
Game server hosting
Game servers live and die by their main thread. Core servers pair Zen 5 clocks of up to 5.7 GHz with DDR5 and NVMe, behind always-on DDoS protection, in all 10 locations.
Top pick for game servers
Core 16X
The pick for simulation-heavy games: 5.7 GHz boost, 128 MB of 3D V-Cache and 192 GB of RAM for many instances per server. $399/mo in all 10 locations.
$399/mo
DeployReady in minutes · 10 locations
Up to 5.4 GHz on the Core 16 and 5.7 GHz on the Core 16X give single-threaded simulation loops more headroom within each tick.
The Core 16X's large L3 cache keeps more of the world state close to the cores, which suits games with big, busy worlds.
Always-on filtering at the network edge is included at no extra cost, with nothing to enable when an attack starts.
Core servers are available in all 10 locations, from Los Angeles and Frankfurt to Tokyo and Sydney, so you can host where your players are.
Recommended servers
Prices per month in USD, excluding taxes, with unmetered traffic and DDoS protection included.
The pick for simulation-heavy games: 5.7 GHz boost, 128 MB of 3D V-Cache and 192 GB of RAM for many instances per server. $399/mo in all 10 locations.
16 Zen 5 cores at up to 5.4 GHz and 128 GB of RAM for $299/mo: a strong host for lighter games, lobbies, proxies and smaller communities, in all 10 locations.
For hosting providers and large networks: 32 cores and 384 GB of RAM to pack many instances alongside the databases, web panels and voice services behind them, on a 25 Gbps port.
Architecture and sizing
Most game servers run their simulation on a single main thread. Minecraft (Java Edition) processes each world tick there, and many other titles behave similarly: extra cores help with networking, chunk generation and plugins, but the tick loop is bound to one core. At 20 ticks per second, that loop has a 50 ms budget per tick, and when it overruns, players see rubber-banding.
That is why the Core series suits game hosting. The Core 16X boosts to 5.7 GHz and has 128 MB of L3 cache thanks to 3D V-Cache, so more of a large world's state stays on-chip instead of waiting on memory. The Core 16 reaches 5.4 GHz with 64 MB of L3 for $299/mo.
Practical tuning on top of the hardware:
taskset or systemd's CPUAffinity, so busy servers don't compete for the same core.performance CPU governor.-Xms equal to -Xmx) sized to the instance, not to the machine.Size by busy main threads first, then by memory. As an estimate:
| Server | Busy instances | RAM per instance |
|---|---|---|
| Core 16 | about 14 | about 8 GB |
| Core 16X | about 14 | about 12 GB |
| Pro 32 | about 30 | about 11 GB |
The assumptions: one physical core per instance whose main thread runs near full load, two cores kept for the OS, backups and voice, and about 10% of RAM left to the OS. Lightly loaded servers, such as small private worlds, can share cores, so the real number is often higher; heavily modded servers may need two cores each. The Pro 32 fits more instances but boosts to 4.4 GHz rather than 5.7 GHz, so it suits lighter titles and supporting services best.
Measure before you commit: run your busiest map at peak player count, watch tick times (for example with the spark profiler on Minecraft, or the game's own server statistics), and keep at least 20% headroom on the main thread at peak.
Players feel latency before anything else, so host close to them. Core servers are available in all 10 locations: New York, Ashburn, Dallas and Los Angeles; Amsterdam, Frankfurt and London; Singapore, Tokyo and Sydney. As an estimate, every 1,000 km of fiber path adds about 10 ms of round-trip time, so picking the right region matters more than any tuning. Test from your players' networks with our looking glass.
Game traffic is mostly small UDP packets, and game servers are frequent DDoS targets. FlexDedi filters every IP at the network edge, always on and included, with nothing to configure. Keep your own firewall tight as well: open only the game and query ports you use, and restrict RCON and admin panels to your own addresses.
Traffic is unmetered on the 10 Gbps port, so serving maps, mods and updates to thousands of players costs nothing extra. Need several servers on default ports? Additional IPv4 addresses are available on request.
Your stack
Full root access and one-click images for Ubuntu, Debian, AlmaLinux, Rocky Linux, Windows Server and Proxmox VE, or your own ISO through the KVM console.
FAQ
For busy Paper or modded servers, the Core 16X is the strongest per-core choice at $399/mo, with 5.7 GHz boost and 128 MB of 3D V-Cache. Run the Velocity proxy, lobbies and game servers as separate instances pinned to their own cores. A larger network can add a Pro 32 for databases, web services and overflow instances.
Yes. Always-on DDoS protection covers every IP on every server at no extra cost, and filtering happens at the network edge, before traffic reaches your port. Keep a host firewall as well, and open a support ticket, 24/7, if you see unusual traffic.
Core 16 and Core 16X are available in Singapore, Tokyo and Sydney as well as in North America and Europe. Pick the city closest to most of your players, and use the looking glass to check latency from their networks before you order.
Yes. Windows Server is available as a one-click image alongside Ubuntu, Debian, AlmaLinux and Rocky Linux, with full administrator access. Some titles only ship a Windows dedicated server, so check the requirements of each game you host.
It depends far more on the game, the mods and the map than on the raw player count. As a rule of thumb, size by busy main threads: one physical core per active instance, plus headroom. Our engineers can help you estimate from your current tick times and memory use.
Our top pick for game servers costs $399/mo with unmetered traffic and DDoS protection included. Or let an engineer size the whole setup with you.