Multiplayer Infrastructure Glossary

A

Alpha tests

Alpha tests are the first round of game testing, run early in development to identify glitches, design problems, and technical issues.

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Anti cheat

Anti-cheat software checks for wall hacks, aimbots, boosting, and even whether players are using scripts to cheat.

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Authoritative Server

An authoritative server runs your game logic and determines match truth — no client can override it, making cheating structurally impossible.

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Auto scaling

Auto scaling starts new game server instances as player load rises and releases them when demand drops — no manual intervention required.

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B

Backend

Your backend is everything that’s invisible to the player. It’s all the tools and services behind the scenes.

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Backfill

Backfill adds new players to an ongoing match when others disconnect or drop out, keeping sessions full.

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Bare-metal servers

A bare-metal server is a physical machine which lives inside a data centre. It’s a place where you’ll host your games matches and sessions.

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Beats

Beats is a family of lightweight Elastic Stack shippers that collect logs, metrics, and events from servers and forward them to Logstash or Elasticsearch.

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Beta tests

Beta testing is when you get a group of players to test your game, typically when your game is close to launch day.

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C

CCU (Concurrent Users)

CCU (concurrent users) is the number of players connected to a game at once — the primary metric for sizing server infrastructure.

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CDN

A Content Delivery Network is a network that hosts the same content in multiple places to get it to the end user faster.

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Client-server architecture

Client-server architecture is where you have external machines that host your game’s server and players can connect to it.

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Client-Side Prediction

Client-side prediction applies player inputs locally without waiting for the server, so movement feels instant even on high-latency connections.

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Cloud bursting

Cloud bursting is when game server workloads automatically spill from dedicated bare metal into cloud providers during demand spikes.

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Cloud servers

Your cloud server is a virtual server. It runs in a cloud computing environment, and it's a place where you’ll host your games’ matches and sessions.

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Containerisation

Containerisation packages your game server, dependencies, and config into a portable image that runs consistently across local, cloud, or bare-metal infra.

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Containers

A container is a packaged, portable software unit. For game servers, it’s your entire server build — easy to deploy, replicate, and roll back.

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Continuous Integration

Continuous integration is when you regularly merge changes to your code from multiple people into one version.

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D

Data center

A data center is a facility that houses servers used to store, process, and manage large volumes of data for applications and games.

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Data packet

A data packet is game data — position, inputs, events — sent across the network. Packet size and send rate directly affect latency and bandwidth use.

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DDoS

A Distributed Denial-of-Service (DDos) attack is where criminals attempt to overload your servers and cause them to crash.

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Dedicated Server

A dedicated server is a remote machine that runs your game logic independently of any player's client — the authoritative source of truth for every match.

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Dedicated server vs listen server

A dedicated server runs on separate hardware from any player. A listen server runs on one player's machine, making that player both host and participant.

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Deployment

Deployment releases a game server build to live infrastructure — containerising it, pushing to a registry, and starting instances so players can connect.

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Desync

Desync occurs when the game state on a player's client diverges from the server's authoritative state, causing gameplay inconsistencies like phantom hits or invisible players.

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Docker

Docker is a specific piece of software that combines your game, libraries, and config files into a single container.

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Downtime

Downtime is when a machine, or computer, crashes or is out of action. It’s rare, but can happen, especially during peak times.

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E

Edge Node

An edge node is a physical or virtual machine that acts as a bridge between a local network and the internet.

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Egress fees

Egress fees are charges cloud providers apply to data leaving their network. For multiplayer games, egress typically represents 40-60% of total infrastructure cost.

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Elastic Stack

The Elastic Stack (ELK) is an open-source suite for ingesting, storing, and visualizing operational data, built from Elasticsearch, Logstash, Kibana, and Beats.

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Elasticsearch

Elasticsearch is a distributed search and analytics engine for indexing, storing, and querying game server logs, telemetry, and operational data at speed.

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F

Failover

Failover switches to a backup system when a primary server fails — keeping your game online for players without manual intervention from your team.

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Fleet management

Fleet management is the process of provisioning, monitoring, scaling, and maintaining a pool of game servers across regions to meet player demand.

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Flex metal servers

Flex metal servers are basically bare-metal machines, but you can have them available in the same amount of time as cloud servers.

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G

Game server hosting

Game server hosting is the service of running dedicated game servers on managed infrastructure so studios don't have to provision, scale, or maintain their own hardware.

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Game Server Orchestration

Game server orchestration automates server management — session scheduling, scaling, placement, health monitoring, and failover via a single control layer.

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H

Headless Server

A headless server runs without graphics, display, or audio — only game logic and networking — making it far cheaper and faster to host at scale.

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Hitbox

A hitbox is the invisible collision shape on a character that determines whether an attack or bullet registers as a hit.

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Host migration

Host migration is the process of transferring a game session from one server to another mid-match, typically when the original host disconnects or fails.

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I

Idle machines

Idle machines are provisioned server instances not running an active session. A warm pool of them reduces game server start-up latency for players.

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Image (executable)

A game server image is the packaged, executable version of your dedicated server code — built once, deployable to any container-compatible infrastructure.

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Infrastructure

Game server infrastructure is the hardware and software that hosts dedicated servers and keeps multiplayer sessions running reliably at scale.

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Infrastructure Automation

Infrastructure automation provisions, configures, and scales servers using code — reducing human error and speeding up deployments without manual steps.

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Interpolation

Interpolation smoothly renders other players between server updates so characters move fluidly rather than teleporting each tick.

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J

Jitter

Jitter is variation in latency over time — inconsistent packet arrival that breaks interpolation and makes games feel erratic.

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K

Kibana

Kibana is the Elastic Stack's visualization layer — build dashboards, explore logs, and monitor game server metrics stored in Elasticsearch in real time.

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L

Lag Compensation

Lag compensation rewinds server game state to the moment a player fired, judging shots fairly despite network delay.

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Latency

Latency is how fast data is moving. How quickly does it get from point A to point B? (And it’s generally measured in milliseconds.)

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Load Balancing

Load balancing distributes player connections across servers so no single machine becomes a bottleneck — keeping your game responsive under heavy traffic.

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Lobby

A lobby is the pre-match space where players gather before a game session starts — between matchmaking and gameplay.

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Logstash

Logstash ingests logs and events from multiple sources, normalizes them, and forwards them to Elasticsearch for storage and analysis.

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M

Matchmaker

A matchmaker groups players into sessions by running player data — location, skill, latency — through a set of rules to find the best possible match.

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Microservice

A microservice handles one function — matchmaking, auth, or session management — as an independently deployable component in a larger game backend.

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MMR (Matchmaking Rating)

MMR is the hidden score that matchmaking systems use to measure player ability and find balanced opponents.

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Monitoring

Monitoring tracks known metrics — CPU, memory, session counts, latency — and alerts on threshold breaches so teams catch problems before players notice.

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Multi-provider

A multi-provider architecture distributes game servers across multiple independent infrastructure providers in each region, eliminating single-provider dependency.

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N

Netcode

Netcode synchronises game state between players. Poor netcode causes lag, rubber-banding, and hit registration issues in multiplayer games.

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Network Egress

Network egress is what cloud providers charge for outbound data — the largest hidden infrastructure cost for game studios, and the most underestimated.

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Noisy neighbour

The noisy neighbour problem occurs when one tenant on a shared cloud server consumes excessive CPU, memory, or I/O, degrading performance for other tenants on the same hardware.

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O

Observability

Observability is understanding your system's internal state from its outputs — logs, metrics, traces — answering not just that something failed, but why.

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Orchestrator

An orchestrator automates game server lifecycle — starting sessions on demand, placing them in the optimal region, and shutting them down when matches end.

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P

Packet Loss

Packet loss is when network data never arrives. Even 1-3% loss causes rubber-banding, missing inputs, and broken hit registration in games.

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Peer-to-peer architecture

Peer-to-peer designates one player as host; others connect to their machine. Client-server uses external machines to host game sessions for all players.

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Ping

Ping is a player's round-trip time to a game server in milliseconds. Lower is better — above 100ms feels noticeable in fast-paced games.

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Player concurrency

Player concurrency is the number of players connected to game servers at the same time. It determines how much server capacity is needed at any given moment.

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Port mapping

Port mapping connects a container's internal ports to external ports on the host machine, allowing players to connect to game servers running inside containers.

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R

Relay Server

A relay server forwards traffic between players without game logic — it solves NAT traversal but does not make your game authoritative or cheat-resistant.

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Repo

A code repository is the version-controlled store for your game's source and assets — track changes, manage branches, and trigger deploys from one place.

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Reserved capacity

Reserved capacity is a committed block of compute resources at a discounted rate, used as a cost-efficient baseline for predictable game server workloads.

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Resource profile

A resource profile will figure out how many resources your game will take, and in turn, how much compute power a server needs to reserve to run your game.

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Rollback Netcode

Rollback netcode lets each client simulate inputs instantly, then roll back and resimulate when predictions are wrong.

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Rubberbanding

Rubberbanding is when a player's character appears to snap back to a previous position, caused by the server correcting the client's predicted state.

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S

Sandbox Environment

A sandbox is an isolated non-production environment for testing game server builds and integrations without affecting live players or production costs.

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Scalability

Scalability is infrastructure’s ability to handle rising player demand — more sessions, regions, and traffic — without degrading performance or manual ops.

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Server Allocation

Server allocation assigns a dedicated server to a match — the step between matchmaking and players connecting to a live session.

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Server browser

A server browser is an in-game UI that lets players manually select which game server to join, as opposed to automatic matchmaking.

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Server Fleet

A server fleet is the pool of game server instances — running or on standby — managed by an orchestration platform, scaling up and down with player demand.

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Server Regions

Server regions are geographic locations where game servers run. Placing servers near players is the most effective way to reduce multiplayer latency.

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Serverless Game Server

A serverless game server spins up on demand and terminates when the session ends — pay only for active play time, with no idle servers sitting unused.

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Session hosting

Session hosting is when a server, or computer, runs your game’s matches. Each match, with a set group of people, is considered a session.

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Session-based multiplayer

Session-based multiplayer is a game architecture where matches have a defined start and end. A server is allocated when the match begins and released when it ends.

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Skill-Based Matchmaking (SBMM)

Skill-based matchmaking (SBMM) groups players by measured ability so matches are competitive, not lopsided.

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SLA (Service Level Agreement)

An SLA is a contractual guarantee of platform uptime and performance. Game server SLAs typically guarantee 99.9% to 99.99% availability.

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Soft launch

Soft launching is when you release your game to a specific market or a restricted audience, before your full launch.

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Staging

Staging is the final pre-launch environment where your game runs in production-like conditions to validate server builds before real players connect.

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T

Tick rate

Tick rate is how often a game refreshes its information. Usually, it’s measured in hertz. For example, a 128-tick server will update 128 times a second.

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U

UDP vs TCP

UDP vs TCP for multiplayer games: TCP guarantees delivery and order; UDP trades reliability for speed. Most real-time games choose UDP.

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V

vCPU

A vCPU (virtual CPU) is a unit of compute capacity representing one logical processor core. Game server hosting is typically priced per vCPU-hour.

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W

Warm pools

Warm pools are pre-started containers held in reserve so game servers can be assigned to players instantly instead of cold-starting on demand.

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Z

Zero-SDK architecture

Zero-SDK architecture is a game server hosting approach where no SDK, plugin, or code changes are required inside the game server binary. The platform manages everything externally.

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