Industry

Sub-Millisecond Filtering
for Game Servers.

Game servers can't afford the latency tax of traditional firewalls or cloud scrubbing. Neurowall's eBPF/XDP data plane filters DDoS and abuse traffic at the network driver — under a microsecond per packet — before it ever touches your game loop.

0.90μs
Fastest measured profile latency — 256-byte FPS-sized packets
1.1M+
Packets per second, single core, full ruleset engaged
4
Filtering modes benchmarked — pick the one that matches your game type
The Problem

Game servers have a latency
budget most firewalls blow through.

Competitive multiplayer runs on a tick loop measured in milliseconds. Any packet-processing overhead added by security infrastructure competes directly with the latency budget players actually feel.

UDP Flood & Amplification Attacks

Game servers run almost entirely over UDP for latency reasons — the same protocol choice that makes them a prime target for volumetric UDP floods and reflection/amplification attacks.

Latency Is the Product

A firewall that adds even a few hundred microseconds per packet is a competitive disadvantage in FPS and fighting games where round-trip time is a visible, felt metric.

Cloud Scrubbing Adds Hops

Routing traffic through a cloud-based scrubbing center adds round-trip distance and jitter for every player, all the time — not just during an attack.

Booter/Stresser Targeting

Public game servers and matchmaking infrastructure are routinely targeted by cheap, widely available DDoS-for-hire ("booter") services — low-cost attacks a game studio has to defend against constantly, not just occasionally.

Player Churn on Downtime

Unlike many SaaS products, gaming has near-zero tolerance for downtime during peak hours — players simply move to a competing title mid-session.

Mixed Packet Profiles

Mobile titles, FPS games, and MMOs each have distinct packet-size and rate profiles — a one-size-fits-all filtering configuration under- or over-protects depending on the game type.

How It Works

Filtering at the driver,
before the kernel even allocates memory.

Neurowall runs its data plane as an eBPF program attached via XDP (eXpress Data Path) — the earliest hook available in the Linux networking stack. Verdicts are made before a packet is copied into an sk_buff, before netfilter runs, before userspace ever sees it.

Configurable XDP Profiles

Choose the filtering profile that matches your game's traffic pattern — from a lightweight prefilter-only mode for mobile titles to full rules+DDoS protection for competitive matchmaking infrastructure. See Pipeline Profiles for how each one works.

Per-Source Rate Limiting

Token-bucket rate limiting per source IP stops UDP floods and booter traffic at line rate, without touching legitimate player packets.

On-Premise, No Extra Hops

Filtering runs on the same box (or same datacenter) as your game server — no redirect through a third-party scrubbing center adding round-trip distance for every player.

Blocklists & Threat Intel

Known booter/stresser infrastructure and abusive source ranges can be blocked automatically via threat intelligence feeds, before an attack even ramps up.

Built Around Real Game Traffic

Benchmarked at the packet
sizes games actually send.

Generic firewall benchmarks use packet sizes (64/256/1500 bytes) chosen for network-equipment testing conventions, not gaming traffic. We benchmark at the sizes game servers actually generate.

Packet SizeTypical Traffic
128 bytesMobile games (iOS/Android) — lightweight player input packets
256 bytesFPS games (CS2, Valorant, Call of Duty) — most common profile, our primary benchmark target
512 bytesMMO/MOBA titles (WoW, FFXIV, League of Legends) — larger world/state update payloads
What Studios Usually Do Instead

The common approaches —
and where each falls short.

Most studios and hosting providers reach for one of three approaches before finding a kernel-level solution. Each solves part of the problem and leaves a gap.

ApproachWhat it does wellWhere it falls short for games
Cloud-based DDoS scrubbingAbsorbs very large volumetric attacks off-networkEvery packet — attack or not — is routed through a third-party datacenter first, permanently adding round-trip distance and jitter that players feel on every shot, every session, not just during an attack
iptables / conntrack on the game boxFree, built into every Linux kernel, fine at low packet ratesEach packet traverses the full netfilter hook chain in the kernel — under real flood volume this becomes the bottleneck itself, and connection-tracking tables can be exhausted by the flood before it's ever rate-limited
Userspace anti-DDoS agentsFlexible, easy to customize detection logicPackets must cross the kernel/userspace boundary before a verdict is made — a copy and a context switch per packet, which is exactly the overhead a sub-millisecond tick loop can't absorb at scale
Doing nothing / relying on the hosting provider's basic protectionZero setup costGeneric hosting-level DDoS protection is tuned for web traffic, not UDP-heavy, latency-sensitive game traffic — it often blocks or rate-limits legitimate players and misses game-specific attack shapes entirely
What Happens Without It

The failure modes are quiet
until they aren't.

Unprotected or under-protected game infrastructure doesn't usually fail gracefully — it fails during your busiest hour, in front of your most engaged players.

A booter attack hits your matchmaking server
Without kernel-level filtering, the flood competes for the same CPU and network queue as legitimate matchmaking requests — players queue indefinitely, matches fail to start, and the server may exhaust connection state entirely.
A userspace-only firewall is under sustained UDP flood
Every attack packet still costs a kernel-to-userspace copy before it's dropped — the "protection" itself becomes the resource exhaustion vector, and tick rate degrades for everyone connected, not just the attacker's target.
You route through cloud scrubbing "just in case"
Every player, every match, every day pays a latency and jitter tax for protection that only matters during the rare attack window — a permanent competitive disadvantage against any competitor not paying that tax.
A world server or lobby goes down during peak hours
Unlike a SaaS outage that frustrates users, a game outage during peak concurrency is visible in real time on Discord, Reddit, and Twitch — the reputational cost compounds faster than almost any other product category.
Generic hosting-level protection misidentifies game traffic
Rate limits tuned for HTTP traffic patterns can throttle legitimate high-frequency UDP state updates — the "protection" itself becomes a source of packet loss and rubber-banding for real players.
Why CloudArmour

Built where game traffic
actually needs protection.

Neurowall isn't a repurposed web-application firewall with a gaming label attached — its data-plane design decisions were made with sub-millisecond workloads in mind from the start.

Zero Extra Network Hops

Filtering runs on your own infrastructure, in the same datacenter as your game server — not redirected through a third party. There's no "protection tax" paid on every packet, every match, all day.

Verdicts Before the Kernel Allocates Memory

Because XDP runs at the network driver, attack packets are dropped before an sk_buff is even allocated — the flood never reaches netfilter, never reaches userspace, and never competes with legitimate traffic for kernel resources.

Benchmarked, Not Just Claimed

Every profile on this page is measured with the kernel's own BPF_PROG_TEST_RUN facility at real game-server packet sizes — see the full benchmark data, not a marketing round number.

Tunable to Your Game's Traffic Shape

Mobile, FPS, and MMO/MOBA traffic profiles are genuinely different — a single fixed configuration either under-protects or wastes CPU headroom. Neurowall's profile system lets you match protection level to your actual traffic, instead of choosing one-size-fits-none.

Use Cases

Where studios and hosts
deploy Neurowall.

Dedicated FPS server protection MMO/MOBA world server gateways Mobile game backend protection Matchmaking & lobby infrastructure Game hosting providers (multi-tenant) Anti-DDoS for esports events Voice/relay server protection Booter/stresser traffic blocking
Get started

Keep your players in the game, not the queue.

Talk to our team about your game server topology, traffic profile, and latency requirements.