MMO Server ping 3-35ms across the 10 provinces measured
Game servers designed for MMO, MOBA, FPS, MMORPG private servers. Direct peering with VNPT, FPT, CMC.
- Peering
- VNIX · 3 ISP
- Tick
- 64Hz stable
- DDoS
- 100G shield
Real ping from 10 provinces and 2 Southeast Asian cities to BKNS DC HN
Averaged using mtr 60 seconds, residential fiber connections across popular ISPs. Updated May 2026.
Why does low ping matter for MMO?
Every additional 10ms makes combat feel "laggy". FPS & MOBA need < 30ms for precision, MMORPG needs < 60ms for smooth gameplay. BKNS peers directly with 3 major ISPs — packets don't route through overseas transit.
Direct VNIX peering
mtr -c 60 · residential fiber ISP · 2026-05
Configurations by CCU scale
All plans include IRQ affinity tuning, network ring buffer, and sysctl optimization for UDP/TCP intensive workloads.
- CPU 1× Xeon E-2388G · 3.2GHz
- Cores 8c · turbo 5.1 GHz
- RAM 32 GB DDR4 ECC
- NVMe 2× 960 GB RAID 1
- Bandwidth 200 Mbps unmetered
- Anti-DDoS L4 10 Gbps
- Tick rate 30Hz stable
- CPU 1× Xeon W-2295 · 3.0GHz
- Cores 18c · turbo 4.8 GHz
- RAM 64 GB DDR4 ECC
- NVMe 2× 1.92 TB RAID 1
- Bandwidth 500 Mbps unmetered
- Anti-DDoS L4 50 Gbps
- Tick rate 64Hz stable
- CPU 2× Xeon Gold 6248R · 3.0GHz
- Cores 48c / 96t
- RAM 128 GB DDR4 ECC
- NVMe 4× 3.84 TB RAID 10
- Bandwidth 1 Gbps unmetered
- Anti-DDoS L4 + L7 100 Gbps
- Tick rate 128Hz FPS-grade
- Cluster 4+ game nodes
- Login / world / DB separated layers
- Redis cluster · MySQL master-slave
- Anti-DDoS 100 Gbps scrubbing
- Bandwidth multi-Gbps
- Multi-region failover
- SLA 99.9%
Prices exclude VAT
Infrastructure optimized for realtime game workloads
We don't sell "regular servers" relabeled as "game" — this is configuration & networking tuned from the kernel.
High CPU clock
Strong single-thread- Xeon E / W series with turbo 5+ GHz
- Game loop runs single-thread — clock matters more than core count
- Pin processes to CPU cores (CPU affinity)
- Disable C-states, P-states to prevent throttling
Network kernel tuned
UDP/TCP for realtime- IRQ affinity binds each NIC queue to a dedicated core
- Ring buffer increased to 4096 for 10G NIC
- BBR congestion control · TCP_NODELAY
- Packet pacing to prevent burst loss
Game-grade Anti-DDoS
Volumetric + L7 attack- Scrubbing center 100 Gbps in Vietnam
- Defends SYN flood, UDP amp, NTP, DNS reflection
- Defends game protocol L7 (login flood, query)
Which game genres are supported?
Each genre has different requirements for tick rate, network model, and CPU.
MMORPG private server
WoW, MU Online, Tibia, Ragnarok, AION, Lineage. Heavy player database, world tick 20-30Hz.
MOBA & FPS
CS2, Valorant-like, Dota custom. Tick 64Hz / 128Hz, UDP, server-side anti-cheat.
Survival · Sandbox
Minecraft, Rust, ARK, Valheim, Terraria. Heavy voxel/physics, requires large RAM & fast SSD.
Mobile game backend
Casual / midcore mobile, idle games. Backend API + leaderboard + lobby matchmaking.
24-hour test server — measure real ping from players
BKNS offers a free 24h test server setup. Share the IP with your community to test ping, packet loss, and server-side FPS before committing.
Q&A about MMO Server
Have a new private server? Request migration support →
FPS / MOBA need < 30ms for accurate combat. MMORPG / RPG need < 60ms for smooth gameplay. Turn-based / mobile midcore games accept up to 100ms. BKNS achieves 3-35ms ping (average) across the 10 provinces measured, p95 up to 42ms.
Yes. BKNS technical team migrates source code, database, assets, and config from overseas providers (OVH, Vultr, Linode) to BKNS. Test before switching DNS — no player downtime.
Both. Linux works best for MMORPG private servers (TrinityCore, AzerothCore, OpenMU, IDA). Windows Server works best for .NET / Unity backends and Chinese MMO tooling. Windows Server license is included.
Yes. BKNS allows custom iptables / nftables / pf configuration. You can whitelist subnets, rate-limit by port, and drop abnormal packets. Pre-built configs available for popular games (CS, Minecraft, Rust, WoW).
Yes. BKNS has DCs in Hanoi and Ho Chi Minh City. Players select region at login and connect to the nearest shard. Cross-region chat / friend sync via message queue (Kafka/Redis pub/sub).
