{"id":24142,"date":"2026-08-30T06:09:17","date_gmt":"2026-08-30T06:09:17","guid":{"rendered":"https:\/\/atalnetworks.com\/?p=24142"},"modified":"2026-08-30T06:42:22","modified_gmt":"2026-08-30T06:42:22","slug":"how-to-choose-the-best-game-server-location","status":"publish","type":"post","link":"https:\/\/atalnetworks.com\/ru\/how-to-choose-the-best-game-server-location\/","title":{"rendered":"How to Select Game Server Locations for the Best Playing Experience"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">The best game server location keeps the highest share of active players within the latency limit of the game. We should map our players, shortlist nearby data center cities, and test each city for round-trip time, jitter, packet loss, and route stability. Distance creates the shortlist. Real network data should make the final choice.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">A <a href=\"https:\/\/atalnetworks.com\/ru\/best-server-cpu\/\">powerful server<\/a> can still feel poor when it sits on the wrong network path. A nearby data center can also lose to a more distant one if its carrier routing or peering is weak. Good placement depends on player geography, game design, network quality, server performance, security, and room for growth.<\/span><\/p>\n<h2><b>Game Server Location Selection at a Glance<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">Use this six-step process:<\/span><\/p>\n<ol>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Map active players by city, region, and internet service provider.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Set preferred and maximum latency limits for the game mode.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Shortlist two to four data center cities near the main player groups.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Test every candidate from every main player region.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Compare median RTT, P95 RTT, jitter, packet loss, and route stability.<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Select the location that serves the most active players inside the target.<\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400;\">One location may fail when players occupy two distant regions. Separate regional servers may then provide a better result than one poor compromise.<\/span><\/p>\n<h2><img fetchpriority=\"high\" decoding=\"async\" class=\"alignnone size-full wp-image-24146\" src=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path.webp\" alt=\"Server Location Controls the Network Path\" width=\"1672\" height=\"941\" srcset=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path.webp 1672w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path-300x169.webp 300w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path-1024x576.webp 1024w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path-768x432.webp 768w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path-1536x864.webp 1536w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Server-Location-Controls-the-Network-Path-18x10.webp 18w\" sizes=\"(max-width: 1672px) 100vw, 1672px\" \/><\/h2>\n<h2><b>Server Location Controls the Network Path<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">A game server location is the physical data center or hosting region where the authoritative server runs. It is not an in-game map, world, or server name. Every action must travel between each player and that location.<\/span><\/p>\n<h3><b>Ping and Latency<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Ping usually reports round-trip time, or RTT. It measures how long a packet takes to reach the server and return. Longer routes normally raise RTT because data must cross more distance and more network equipment.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Latency has a wider meaning. It can include the player&#8217;s local network, ISP, transit route, server queue, simulation time, and the wait for the next game tick. Ping measures part of the delay a player feels, not all of it.<\/span><\/p>\n<h3><b>Routing and Peering<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Internet traffic rarely follows a straight line. ISPs, transit carriers, internet exchanges, BGP routing, and peering agreements decide the path. Congestion or indirect routing can make a nearby facility perform worse than a more distant one.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Two providers in Frankfurt, London, or Dallas can return different results to the same player. One may connect directly to the player&#8217;s ISP. The other may send traffic through an extra transit network. Select a city from the player map, then select a provider from live tests.<\/span><\/p>\n<h3><b>Jitter and Packet Loss<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Average ping can hide an unstable route. Jitter measures changes in packet delay. Packet loss measures data that fails to arrive.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">A steady 70 ms connection may play better than one that moves between 25 ms and 180 ms. High jitter can cause rubber-banding and uneven hit registration. Packet loss can cause missed inputs, position corrections, voice problems, and disconnects.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We should measure latency, jitter, and packet loss together. A low average RTT does not rescue an unstable route.<\/span><\/p>\n<h3><b>Server Processing Delay<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Location cannot repair an overloaded server. CPU saturation, slow storage, heavy mods, poor settings, and database delays can look like network lag.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Keep these measurements separate:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>RTT:<\/b><span style=\"font-weight: 400;\"> Player-to-server network delay<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Jitter:<\/b><span style=\"font-weight: 400;\"> Variation in packet delay<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Packet loss:<\/b><span style=\"font-weight: 400;\"> Packets that do not arrive<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Server frame time:<\/b><span style=\"font-weight: 400;\"> Time needed to process one simulation update<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Tick rate:<\/b><span style=\"font-weight: 400;\"> Frequency of game-state updates<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Client frame rate:<\/b><span style=\"font-weight: 400;\"> Rendering speed on the player&#8217;s device<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">A 10Gbps port supplies more traffic capacity than a 1Gbps port. It does not shorten the route. Port speed can prevent congestion under load, but it does not guarantee lower ping.<\/span><\/p>\n<h2><b>Game Design Sets the Latency Limit<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">The same RTT can feel fine in one title and poor in another. Netcode, tick rate, lag compensation, server authority, and gameplay mode change the effect.<\/span><\/p>\n<table>\n<tbody>\n<tr>\n<td><b>Game type<\/b><\/td>\n<td><b>Placement goal<\/b><\/td>\n<td><b>Main risk from excess delay<\/b><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Competitive FPS, fighting, and racing<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Lowest practical RTT with little variation<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Input delay and timing disadvantage<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Battle royale and PvP survival<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Low, stable RTT<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Hit registration and position corrections<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">MMO and action RPG<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Low to moderate RTT<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Delayed abilities and raid actions<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Co-op survival and sandbox<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Moderate RTT may remain usable<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Rubber-banding and slow interactions<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Strategy and turn-based games<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Less sensitive to RTT<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Slow action response<\/span><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><span style=\"font-weight: 400;\">These are planning categories, not universal ping promises. A competitive Minecraft server and a private building server do not share the same limit. A Rust PvP server and a casual co-op world also need different targets.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">AWS recommends defining network latency thresholds for each game and using them during session placement. Its<\/span><a href=\"https:\/\/docs.aws.amazon.com\/wellarchitected\/latest\/games-industry-lens\/gameperf07-bp01.html\" target=\"_blank\" rel=\"noopener\"> <span style=\"font-weight: 400;\">Games Industry Lens<\/span><\/a><span style=\"font-weight: 400;\"> treats this as a high-risk area when teams leave it undefined.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Set three ranges before comparing locations:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Preferred:<\/b><span style=\"font-weight: 400;\"> The experience we want most players to receive<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Acceptable:<\/b><span style=\"font-weight: 400;\"> Play remains usable, but delay may be noticeable<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><b>Rejected:<\/b><span style=\"font-weight: 400;\"> The route fails the service target for that mode<\/span><\/li>\n<\/ul>\n<h2><img decoding=\"async\" class=\"alignnone size-full wp-image-24149\" src=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method.webp\" alt=\"A Practical Location Selection Method\" width=\"1672\" height=\"941\" srcset=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method.webp 1672w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method-300x169.webp 300w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method-1024x576.webp 1024w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method-768x432.webp 768w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method-1536x864.webp 1536w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/A-Practical-Location-Selection-Method-18x10.webp 18w\" sizes=\"(max-width: 1672px) 100vw, 1672px\" \/><\/h2>\n<h2><b>A Practical Location Selection Method<\/b><\/h2>\n<h3><b>1. Map the Active Player Base<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Use active players, not total registrations. Group them by metro area, country, ISP, peak playing time, platform, and game mode. Large countries contain several routing markets, so country-level data alone may hide the real pattern.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Weight each group by expected concurrent use. A region with 300 registered accounts but 20 nightly players should not outweigh a region with 100 accounts and 70 nightly players.<\/span><\/p>\n<h3><b>2. Shortlist Data Center Cities<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Select cities near the largest active groups and major network hubs. Common starting points include:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\"><a href=\"https:\/\/atalnetworks.com\/ru\/gaming-servers-in-the-united-states\/\">US East, Central, and West<\/a> for separate North American patterns<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\"><a href=\"https:\/\/atalnetworks.com\/ru\/frankfurt-germany-vps-server\/\">\u0424\u0440\u0430\u043d\u043a\u0444\u0443\u0440\u0442<\/a> \u0438\u043b\u0438 <a href=\"https:\/\/atalnetworks.com\/ru\/amsterdam-netherlands-vps-server\/\">\u0410\u043c\u0441\u0442\u0435\u0440\u0434\u0430\u043c<\/a> for Western and Central Europe<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\"><a href=\"https:\/\/atalnetworks.com\/ru\/gaming-server-in-the-uk\/\">London for UK<\/a> \u0438 <a href=\"https:\/\/atalnetworks.com\/ru\/gaming-server-in-ireland\/\">\u0418\u0440\u043b\u0430\u043d\u0434\u0438\u044f<\/a>-centered groups<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Stockholm, Helsinki, or Tallinn for Nordic and Baltic players<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Warsaw or Bucharest for parts of Central and Eastern Europe<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Singapore for much of Southeast Asia<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Tokyo or Seoul for Northeast Asia<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Mumbai for many Indian communities<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Sydney for Australia<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Sao Paulo for much of South America<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Johannesburg for southern Africa<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">These are starting points, not fixed answers. Regional routing, ISP quality, and the provider&#8217;s carrier mix can change the winner.<\/span><\/p>\n<h3><b>3. Test Every Candidate Properly<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">One player&#8217;s result cannot represent the community. Ask several players in each main region to test the same endpoints during normal playing hours. Repeat the tests on different days and use a wired connection where possible.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Many real-time games use UDP. Amazon GameLift Servers provides<\/span><a href=\"https:\/\/docs.aws.amazon.com\/gameliftservers\/latest\/developerguide\/reference-udp-ping-beacons.html\" target=\"_blank\" rel=\"noopener\"> <span style=\"font-weight: 400;\">UDP ping beacons<\/span><\/a><span style=\"font-weight: 400;\"> because ICMP may receive different network treatment and may not reflect game traffic. AWS also recommends several probes instead of one result.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Record these values:<\/span><\/p>\n<table>\n<tbody>\n<tr>\n<td><b>Measurement<\/b><\/td>\n<td><b>Decision value<\/b><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Median RTT<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Normal connection delay<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">P95 RTT<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Slower end of regular results<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Jitter<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Delay variation<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Packet loss<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Delivery failure<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Route changes<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Path stability<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Peak-hour change<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Congestion during real play<\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\">Failed tests<\/span><\/td>\n<td><span style=\"font-weight: 400;\">Reachability problems<\/span><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><span style=\"font-weight: 400;\">P95 shows the value that 95 percent of measured results met or beat. It tells us more about bad moments than a simple average. Unity&#8217;s<\/span><a href=\"https:\/\/docs.unity.com\/en-us\/matchmaker\/advanced-topics-qos\" target=\"_blank\" rel=\"noopener\"> <span style=\"font-weight: 400;\">Multiplayer QoS guidance<\/span><\/a><span style=\"font-weight: 400;\"> also recommends evaluating latency and packet loss together.<\/span><\/p>\n<h3><b>4. Filter Before Ranking<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Remove any location that fails the rejected limit for a major player group. Then rank the remaining options in this order:<\/span><\/p>\n<ol>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Share of active players inside the preferred range<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Share inside the acceptable range<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">P95 RTT for the main regions<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Jitter and packet loss<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Worst major-region result<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Route stability during peak hours<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Capacity, security, support, and cost<\/span><\/li>\n<\/ol>\n<p><span style=\"font-weight: 400;\">This method prevents an attractive average from hiding a badly served group. A server giving nine players 30 ms and one player 230 ms may or may not beat a server giving all ten players 90 ms. The correct answer depends on the game limit and the role of the distant player.<\/span><\/p>\n<h3><b>5. Run an In-Game Trial<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Synthetic tests narrow the choice. A real session confirms it. Test the expected player count, real maps, mods, plugins, voice traffic, normal tick rate, world saves, and peak-hour load.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Monitor CPU use, memory, server frame time, network loss, and tick stability. Also confirm whether the provider allows a later region change and whether a move requires downtime or a new IP address.<\/span><\/p>\n<h2><img decoding=\"async\" class=\"alignnone size-full wp-image-24150\" src=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions.webp\" alt=\"one region or multiple regions\" width=\"1672\" height=\"941\" srcset=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions.webp 1672w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions-300x169.webp 300w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions-1024x576.webp 1024w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions-768x432.webp 768w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions-1536x864.webp 1536w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/one-region-or-multiple-regions-18x10.webp 18w\" sizes=\"(max-width: 1672px) 100vw, 1672px\" \/><\/h2>\n<h2><b>One Region or Multiple Regions<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">A single region works well for a private group, local community, or persistent world with one geographic center. It costs less and keeps management simple.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Multiple regions make sense when one location cannot keep the main player groups inside the acceptable limit. Match-based games can place each session near its assigned players. Persistent games may need separate worlds, shared identity, synchronized progress, or planned transfers between regions.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Regional capacity also supports recovery. AWS recommends game hosting resources in at least two locations to reduce the effect of a regional outage. See its<\/span><a href=\"https:\/\/docs.aws.amazon.com\/gameliftservers\/latest\/developerguide\/queues-intro.html\" target=\"_blank\" rel=\"noopener\"> <span style=\"font-weight: 400;\">game session queue guidance<\/span><\/a><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Multi-region planning should cover:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Matchmaking and regional placement<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Player identity and progression<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Database and save location<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Capacity during failover<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Build and mod consistency<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Monitoring and operating cost<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Data protection rules in each country<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">More regions do not always mean better service. Extra locations can split a small player pool, raise queue times, and increase operating work. Add a region when measured demand and latency justify it.<\/span><\/p>\n<h2><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-24151\" src=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography.webp\" alt=\"Infrastructure Checks Beyond Geography\" width=\"1672\" height=\"941\" srcset=\"https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography.webp 1672w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography-300x169.webp 300w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography-1024x576.webp 1024w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography-768x432.webp 768w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography-1536x864.webp 1536w, https:\/\/atalnetworks.com\/wp-content\/uploads\/2025\/04\/Infrastructure-Checks-Beyond-Geography-18x10.webp 18w\" sizes=\"(max-width: 1672px) 100vw, 1672px\" \/><\/h2>\n<h2><b>Infrastructure Checks Beyond Geography<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">The winning location still needs suitable game server hosting. Check:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">High single-core CPU performance<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Predictable CPU access under load<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Enough RAM for players, maps, and mods<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">NVMe storage for loading and world saves<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Suitable port speed and traffic allowance<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Game-ready DDoS protection<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">BGP multihoming and carrier choice<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Stable routes to the main player ISPs<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Backups and recovery options<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Root or administrator access<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Remote management for dedicated hardware<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Clear uptime and support terms<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Capacity for launch spikes and growth<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Region migration terms<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">A powerful dedicated server in the wrong region creates network delay. A nearby VPS with an overloaded host creates processing delay. Good placement requires the right location, route, hardware, and protection.<\/span><\/p>\n<h2><b>Common Game Server Location Mistakes<\/b><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Testing only from the server owner&#8217;s connection<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Selecting the geographic midpoint without route data<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Trusting one ping result<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Using average RTT without P95, jitter, or loss<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Testing only during quiet hours<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Treating bandwidth as latency<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Ignoring the player&#8217;s ISP and last-mile network<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Ignoring server frame time and CPU load<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Assuming the provider can move the server later<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Using one global region for latency-sensitive PvP<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Adding regions before the player pool can support them<\/span><\/li>\n<\/ul>\n<h2><b>Pre-Purchase Checklist<\/b><\/h2>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Active players mapped by region and ISP<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Game latency ranges defined<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Two to four candidate cities selected<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Every main player region tested<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Median and P95 RTT recorded<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Jitter and packet loss checked<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Peak-hour routes reviewed<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">In-game load test completed<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">CPU, RAM, storage, and traffic checked<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">DDoS protection confirmed<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Migration and backup terms checked<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Second region considered where needed<\/span><\/li>\n<\/ul>\n<h2><b>Selecting a Game Server Location With Atal Networks<\/b><\/h2>\n<p><span style=\"font-weight: 400;\">At Atal Networks, we help customers compare server regions against player distribution, game type, concurrent use, and network needs. Our global infrastructure includes<\/span><a href=\"https:\/\/atalnetworks.com\/ru\/vps\/\"> <span style=\"font-weight: 400;\">VPS-\u0445\u043e\u0441\u0442\u0438\u043d\u0433<\/span><\/a><span style=\"font-weight: 400;\"> \u0438<\/span><a href=\"https:\/\/atalnetworks.com\/ru\/dedicated-game-servers\/\"> <span style=\"font-weight: 400;\">dedicated game servers<\/span><\/a><span style=\"font-weight: 400;\"> for gaming workloads.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We recommend choosing the location before finalizing CPU, memory, storage, bandwidth, and port requirements. This order prevents strong hardware from sitting on a weak route to the main audience.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Share your game title, player cities, expected concurrency, preferred latency range, mods, and DDoS needs with us. We can help you shortlist suitable<\/span><a href=\"https:\/\/atalnetworks.com\/ru\/dedicated-servers\/\"> <span style=\"font-weight: 400;\">dedicated server locations<\/span><\/a><span style=\"font-weight: 400;\"> and server types based on the workload rather than a fixed package.<\/span><\/p>\n<h2><b>\u0427\u0430\u0441\u0442\u043e \u0437\u0430\u0434\u0430\u0432\u0430\u0435\u043c\u044b\u0435 \u0432\u043e\u043f\u0440\u043e\u0441\u044b<\/b><\/h2>\n<h3><b>What is the best game server location for low ping?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">The best game server location is the tested data center that keeps the largest share of active players within the game&#8217;s preferred latency range. It should also show low jitter, little packet loss, stable routing, and enough server capacity during peak hours.<\/span><\/p>\n<h3><b>Does the closest data center always give players the lowest ping?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">No. The closest data center often returns low ping, but weak peering, indirect transit, or congestion can produce a slower route. A slightly more distant facility may perform better if it connects more directly to the ISPs used by your players.<\/span><\/p>\n<h3><b>How should we test a game server location before buying?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Ask players in every main region to test the same server endpoints during normal playing hours. Repeat the tests on several days. Compare median RTT, P95 RTT, jitter, packet loss, route changes, and actual in-game performance before selecting a long-term plan.<\/span><\/p>\n<h3><b>Is average ping enough to choose a game server location?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">No. Average ping can hide delay spikes and a poorly served player group. Review median RTT, P95 RTT, jitter, packet loss, failed probes, and peak-hour changes. Per-region results provide more useful evidence than one combined average.<\/span><\/p>\n<h3><b>Should international players use one central game server?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">A central server works only when every major player group stays within the game&#8217;s acceptable latency range. Two distant continents may need separate regional servers. A geographic midpoint does not guarantee a short or stable network route.<\/span><\/p>\n<h3><b>Is a VPS or dedicated server better for game hosting?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">A gaming VPS can suit small private servers, testing, and lighter communities. A dedicated server provides full physical resources and more predictable performance for public, heavily modded, or CPU-sensitive workloads. Both options still need the right location and network path.<\/span><\/p>\n<h3><b>Does DDoS protection increase game server latency?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">DDoS filtering can add delay when traffic must pass through a distant scrubbing center. Ask where mitigation takes place and test the protected route. Well-positioned filtering may add little measurable latency while protecting the server from disruptive attacks.<\/span><\/p>\n<h3><b>Can we move a game server to another location after launch?<\/b><\/h3>\n<p><span style=\"font-weight: 400;\">Yes, but the process depends on the provider. A move may require backups, file transfers, database work, IP changes, DNS updates, and planned downtime. Check the migration policy before ordering and keep tested backups throughout the server&#8217;s life.<\/span><\/p>","protected":false},"excerpt":{"rendered":"<p>The best game server location keeps the highest share of active players within the latency limit of the game. We [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":24145,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","ast-disable-related-posts":"","theme-transparent-header-meta":"default","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"set","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"ast-content-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"footnotes":""},"categories":[1],"tags":[],"class_list":["post-24142","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-enterprise-grade-server"],"acf":[],"_links":{"self":[{"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/posts\/24142","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/comments?post=24142"}],"version-history":[{"count":6,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/posts\/24142\/revisions"}],"predecessor-version":[{"id":24153,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/posts\/24142\/revisions\/24153"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/media\/24145"}],"wp:attachment":[{"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/media?parent=24142"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/categories?post=24142"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/atalnetworks.com\/ru\/wp-json\/wp\/v2\/tags?post=24142"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}