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How we stop an attack

We do not buy our protection elsewhere, we write it. Here is what it does, without the vocabulary.

Sorted before you. Not at your door.

Everything goes through our network before it reaches you. What is not a player goes no further.

  1. Internet

    1.24M packets/s

    Players and attackers arrive the same way, mixed together.

  2. FILTERCORE

    3.4K packets/s

    The attack is dropped here, using your game profile. Your server spends nothing on it.

  3. Your server

    9 ms ping

    It only receives players. Ping and tick rate stay put.

First, the volume

An attack is first of all a mass. It is stopped at the edge of our network, at the first point it reaches.

Your machine never sees it: it keeps serving your players like any other day.

Then, what disguises itself

That leaves the hard part: what imitates a real player to get past ordinary protection.

Your game profile knows how a player really connects. Anything that does not look like one stops there.

Per-game profiles

One profile per game, written by hand and kept up to date with every game update. That is what separates us from generic protection.

The network

Filtering capacity
— Tbps
Packet rate
— Mpps
Points of presence
Gravelines (FR) · Londres (GB) · Francfort (DE) · Barcelone (ES)