Network & Infrastructure
A game-focused network
built to keep latency low and packets alive.
RiftLayer runs on high-frequency compute, low-latency routing, and always-on DDoS mitigation. We obsess over paths, peers, and packet loss so your players don’t have to.
At a glance
- Regions
- 3x NA POPs
- Routing
- BGP anycast-ready
- Protection
- Inline DDoS scrubbing tailored to latency-sensitive UDP traffic like Minecraft, Rust, and voice.
Oregon, Dallas, North Carolina.
Redundant upstreams and sane policies.
Looking for BGP sessions, IP announcements, or custom routing? Reach out — we’re happy to talk details.
Low latency pathing
Routes tuned for NA game traffic with minimal detours or weird hairpins.
DDoS mitigation included
Protection for common game-specific vectors, tuned per title.
Honest capacity planning
We don’t oversell nodes and pretend a shared VPS is a “dedicated box”.
Locations
Where your servers actually live
Each site is hand-picked for low latency, reliable power, and good connectivity. No mystery “somewhere in the cloud” vibes.
Oregon, USA
NA-West game hub
- • Great for players in WA, OR, CA, BC
- • Low-latency routes across the Pacific Northwest
- • Redundant power & cooling
- • Local storage and off-node backups available
Ideal for Minecraft, Valheim, and modded survival communities with West Coast player bases.
Dallas, Texas
NA-Central game hub
- • Balanced latency to both coasts
- • Strong connectivity to major US ISPs
- • Great baseline for nationwide communities
- • Ideal for Rust and other FPS-heavy workloads
Best “middle ground” region when your players are scattered across the US & Canada.
North Carolina, USA
NA-East game hub
- • Low latency to NY, FL, QC, ON
- • Great for competitive PvP and events
- • Redundant network uplinks
- • Designed for jitter-sensitive traffic
Strong choice for East Coast players and mixed NA / EU audiences.
Network Overview
How traffic flows through RiftLayer
We keep the design simple: high-quality transit, clean routing policies, and targeted DDoS mitigation instead of a maze of mystery tunnels.
Diagram is illustrative — specific carriers, peers, and paths may vary by region and change over time.
Routing Policy
We favor clean, predictable routes over “shortest path at any cost.”
- • Preference for stable, well-peered transit
- • Avoidance of obviously problematic paths
- • Per-region tuning for major eyeball networks
DDoS Handling
Always-on mitigation included with all game servers.
- • Filters tuned for game ports and protocols
- • Focus on keeping latency spikes minimal
- • Attack patterns reviewed and adjusted over time
Connectivity
We maintain diverse upstream connectivity mix where possible to reduce reliance on a single provider.
- • Multi-homed transit in key locations
- • Blend of Tier 1 / Tier 2 carriers
- • Peering where it makes sense (IX / direct)
- • Game and VoIP traffic treated as first-class citizens
Built for game workloads
- • High single-thread performance for MC, Rust, Valheim, etc.
- • Fast NVMe storage for region files and maps
- • Careful CPU pinning and sensible density
- • Monitoring focused on tickrate / TPS, not just uptime
Want deeper network info?
If you’re running a serious community, we can share more specifics on paths, failover behavior, and tuning.
Talk network detailsTest IPs
Try the network yourself
Ping, traceroute, and MTR from your location to get a feel for latency and path quality before you move your community over.
These IPs are reserved for testing — final production IPs may differ, but routing and latency should be comparable.
- • Use ping, traceroute, or mtr
- • Try from multiple ISPs if possible
- • Reach out if you see anything odd in the path
Oregon
NA-West Test IP
203.0.113.10
Closest for West Coast US & Western Canada.
Dallas
NA-Central Test IP
203.0.113.20
Balanced option for mixed NA playerbases.
North Carolina
NA-East Test IP
203.0.113.30
Great for East Coast US and some EU routes.
Planning a serious deployment?
If you’re running a public network, large community, or need custom routing (BGP, announcements, reserved blocks), we’ll walk you through what makes sense for your use case.
Tell us your region, expected concurrency, traffic pattern, and any special requirements.
What we can help with
-
Picking the right region(s).
We’ll look at where your players actually are and suggest locations accordingly. -
Sizing and growth planning.
RAM, CPU, and network considerations for your current player count and where you want to be. -
Migration advice.
Tips for moving from your current host without losing worlds, maps, or players.