Source: https://gameye.com/glossary/

---
title: "Glossary | Gameye"
description: "Explore multiplayer infrastructure terminology, definitions, and related concepts used by game teams."
---

# Multiplayer Infrastructure Glossary

## A

### Agones

Agones is an open-source Kubernetes extension, originally built by Google and Ubisoft, that hosts and scales dedicated game servers — powerful, but you operate the cluster and embed its SDK.

[Read more](https://gameye.com/glossary/agones/)

### Alpha tests

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

[Read more](https://gameye.com/glossary/alpha-tests/)

### Anti cheat

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

[Read more](https://gameye.com/glossary/anti-cheat/)

### Authoritative Server

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

[Read more](https://gameye.com/glossary/authoritative-server/)

### Auto scaling

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

[Read more](https://gameye.com/glossary/auto-scaling/)

## B

### Backend

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

[Read more](https://gameye.com/glossary/backend/)

### Backfill

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

[Read more](https://gameye.com/glossary/backfill/)

### 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.

[Read more](https://gameye.com/glossary/bare-metal-servers/)

### 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.

[Read more](https://gameye.com/glossary/beats/)

### Beta tests

A beta test is a pre-launch phase where real players test a near-finished game. A closed beta is invite-only for focused feedback; an open beta is public for scale and stress-testing.

[Read more](https://gameye.com/glossary/beta-tests/)

## 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.

[Read more](https://gameye.com/glossary/ccu/)

### CDN

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

[Read more](https://gameye.com/glossary/cdn/)

### Client-server architecture

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

[Read more](https://gameye.com/glossary/client-server-architecture/)

### Client-Side Prediction

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

[Read more](https://gameye.com/glossary/client-side-prediction/)

### Cloud bursting

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

[Read more](https://gameye.com/glossary/cloud-bursting/)

### 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.

[Read more](https://gameye.com/glossary/cloud-servers/)

### Containerisation

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

[Read more](https://gameye.com/glossary/containerisation/)

### 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.

[Read more](https://gameye.com/glossary/containers/)

### Continuous Integration

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

[Read more](https://gameye.com/glossary/continuous-integration/)

## 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.

[Read more](https://gameye.com/glossary/data-center/)

### 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.

[Read more](https://gameye.com/glossary/data-packet/)

### DDoS

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

[Read more](https://gameye.com/glossary/ddos/)

### 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.

[Read more](https://gameye.com/glossary/dedicated-server/)

### Dedicated server vs listen server

A listen server runs on one player's machine, making that player both host and participant. A dedicated server runs on separate hardware where no player is the host.

[Read more](https://gameye.com/glossary/dedicated-vs-listen-server/)

### Deployment

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

[Read more](https://gameye.com/glossary/deployment/)

### Desync

Desync (desynchronisation) is when the game state on a player's client diverges from the server's authoritative state, causing phantom hits, invisible players, or rubberbanding.

[Read more](https://gameye.com/glossary/desync/)

### Docker

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

[Read more](https://gameye.com/glossary/docker/)

### Downtime

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

[Read more](https://gameye.com/glossary/downtime/)

## E

### Edge Node

An edge node is a server or machine positioned at the boundary of a network, closer to end users than a central data center — used to reduce latency by processing requests near the player.

[Read more](https://gameye.com/glossary/edge-node/)

### 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.

[Read more](https://gameye.com/glossary/egress-fees/)

### 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.

[Read more](https://gameye.com/glossary/elastic-stack/)

### Elasticsearch

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

[Read more](https://gameye.com/glossary/elasticsearch/)

## 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.

[Read more](https://gameye.com/glossary/failover/)

### Fleet management

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

[Read more](https://gameye.com/glossary/fleet-management/)

### 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.

[Read more](https://gameye.com/glossary/flex-metal-servers/)

## 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.

[Read more](https://gameye.com/glossary/game-server-hosting/)

### Game Server Orchestration

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

[Read more](https://gameye.com/glossary/game-server-orchestration/)

## 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.

[Read more](https://gameye.com/glossary/headless-server/)

### Hitbox

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

[Read more](https://gameye.com/glossary/hitbox/)

### 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.

[Read more](https://gameye.com/glossary/host-migration/)

## I

### Idle machines

An idle machine is a provisioned server that's powered on and ready but not running a game session — on standby, waiting to be allocated. Idle capacity speeds up player starts but costs money while it waits.

[Read more](https://gameye.com/glossary/idle-machines/)

### Image (executable)

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

[Read more](https://gameye.com/glossary/image-executable/)

### Infrastructure

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

[Read more](https://gameye.com/glossary/infrastructure/)

### Infrastructure Automation

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

[Read more](https://gameye.com/glossary/infrastructure-automation/)

### Interpolation

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

[Read more](https://gameye.com/glossary/interpolation/)

## J

### Jitter

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

[Read more](https://gameye.com/glossary/jitter/)

## 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.

[Read more](https://gameye.com/glossary/kibana/)

## L

### Lag Compensation

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

[Read more](https://gameye.com/glossary/lag-compensation/)

### 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.)

[Read more](https://gameye.com/glossary/latency/)

### Load Balancing

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

[Read more](https://gameye.com/glossary/load-balancing/)

### Lobby

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

[Read more](https://gameye.com/glossary/lobby/)

### Logstash

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

[Read more](https://gameye.com/glossary/logstash/)

## 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.

[Read more](https://gameye.com/glossary/matchmaker/)

### Microservice

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

[Read more](https://gameye.com/glossary/microservice/)

### MMR (Matchmaking Rating)

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

[Read more](https://gameye.com/glossary/mmr/)

### Monitoring

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

[Read more](https://gameye.com/glossary/monitoring/)

### Multi-provider

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

[Read more](https://gameye.com/glossary/multi-provider/)

## N

### Netcode

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

[Read more](https://gameye.com/glossary/netcode/)

### Network Egress

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

[Read more](https://gameye.com/glossary/network-egress/)

### 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.

[Read more](https://gameye.com/glossary/noisy-neighbour/)

## O

### Observability

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

[Read more](https://gameye.com/glossary/observability/)

### Orchestrator

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

[Read more](https://gameye.com/glossary/orchestrator/)

## 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.

[Read more](https://gameye.com/glossary/packet-loss/)

### 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.

[Read more](https://gameye.com/glossary/peer-to-peer-architecture/)

### 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.

[Read more](https://gameye.com/glossary/ping/)

### 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.

[Read more](https://gameye.com/glossary/player-concurrency/)

### 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.

[Read more](https://gameye.com/glossary/port-mapping/)

## 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.

[Read more](https://gameye.com/glossary/relay-server/)

### 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.

[Read more](https://gameye.com/glossary/repo/)

### 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.

[Read more](https://gameye.com/glossary/reserved-capacity/)

### 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.

[Read more](https://gameye.com/glossary/resource-profile/)

### Rollback Netcode

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

[Read more](https://gameye.com/glossary/rollback-netcode/)

### 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.

[Read more](https://gameye.com/glossary/rubberbanding/)

## 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.

[Read more](https://gameye.com/glossary/sandbox-environment/)

### Scalability

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

[Read more](https://gameye.com/glossary/scalability/)

### Server Allocation

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

[Read more](https://gameye.com/glossary/server-allocation/)

### Server browser

A server browser is an in-game UI that lets players manually browse a list of game servers and pick which one to join, instead of being placed automatically by matchmaking.

[Read more](https://gameye.com/glossary/server-browser/)

### 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.

[Read more](https://gameye.com/glossary/server-fleet/)

### Server Regions

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

[Read more](https://gameye.com/glossary/server-regions/)

### 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.

[Read more](https://gameye.com/glossary/serverless-game-server/)

### 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.

[Read more](https://gameye.com/glossary/session-hosting/)

### 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.

[Read more](https://gameye.com/glossary/session-based-multiplayer/)

### Skill-Based Matchmaking (SBMM)

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

[Read more](https://gameye.com/glossary/skill-based-matchmaking/)

### SLA (Service Level Agreement)

An SLA is a contractual guarantee of platform uptime and performance. Game server SLAs are usually expressed as a percentage of availability, such as 99.9%.

[Read more](https://gameye.com/glossary/sla/)

### Soft launch

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

[Read more](https://gameye.com/glossary/soft-launch/)

### Staging

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

[Read more](https://gameye.com/glossary/staging/)

## T

### Tick rate

Tick rate is how many times per second a game server updates the game state, measured in hertz (Hz). A 64-tick server updates 64 times a second; a 128-tick server, 128.

[Read more](https://gameye.com/glossary/tick-rate/)

## 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.

[Read more](https://gameye.com/glossary/udp-vs-tcp/)

## 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.

[Read more](https://gameye.com/glossary/vcpu/)

### Vendor lock-in

Vendor lock-in is the accumulated cost of leaving a hosting provider — the technical and commercial dependencies (SDKs in your binary, single-cloud infrastructure, egress fees, coupled matchmaking) that make switching game server hosts expensive, slow, or risky.

[Read more](https://gameye.com/glossary/vendor-lock-in/)

## 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.

[Read more](https://gameye.com/glossary/warm-pools/)

## 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.

[Read more](https://gameye.com/glossary/zero-sdk/)
