The Gameye Glossary

At Gameye we strive to support developers on their journey to releasing a successful game as best as we can. Your success is our success.


Alpha tests

Alpha tests are typically the first round of tests you’ll do for your game. You’ll run these early on in the development phase, and they can help you identify any underlying glitches, design choices, technical issues, and more.

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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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Auto scaling

Auto scaling is making sure the game is available on more servers, in case there’s an influx in demand.

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

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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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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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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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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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A container is a packaged set of applications and software. But for your case, it’ll be a packaged version of your entire game, or any updates you need to send out.

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Data center

A data center is a building or place which you’d use to store all of your servers. They house any critical or large amounts of data, but you’d also use them to process and manage all of that data.

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Data packet

A data packet is a chunk of your game, code, or file which you’re sending to another location.

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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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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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Idle machines

Idle machines are machines which is available and not currently being used.

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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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Your matchmaker decides which players to group up for a session. It grabs information from each player and then runs it through a set of rules to figure out the best possible match.

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An orchestrator figures out where to host game sessions.

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Peer-to-peer architecture

Peer-to-peer is when you designate one player as the host of a session, and the other players connect to their machine. Whereas client-side servers are external machines which hosts your game’s sessions.

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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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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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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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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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