VibeSHIELD

Every VibeGAMES server sits behind 46 anycast scrubbing locations in 5 regions, with filters written per game protocol. Attacks are dropped at the edge they enter. Players never notice.

Included with every server

46 anycast locations

17 game profiles

No added latency

Attacks stopped, last 30 days

3,673

Largest

4.4 Tbps

Oct 12: 113 attacks, largest 2.4 TbpsOct 13: 138 attacks, largest 1.5 TbpsOct 14: 131 attacks, largest 2.4 TbpsOct 15: 121 attacks, largest 2.2 TbpsOct 16: 98 attacks, largest 2.9 TbpsOct 17: 105 attacks, largest 2.1 TbpsOct 18: 221 attacks, largest 2.8 TbpsOct 19: 140 attacks, largest 3.9 TbpsOct 20: 94 attacks, largest 2.3 TbpsOct 21: 146 attacks, largest 2.1 TbpsOct 22: 154 attacks, largest 2.8 TbpsOct 23: 128 attacks, largest 2.9 TbpsOct 24: 132 attacks, largest 2.0 TbpsOct 25: 172 attacks, largest 2.6 TbpsOct 26: 76 attacks, largest 1.9 TbpsOct 27: 70 attacks, largest 2.1 TbpsOct 28: 86 attacks, largest 2.2 TbpsOct 29: 73 attacks, largest 2.1 TbpsOct 30: 72 attacks, largest 2.8 TbpsOct 31: 134 attacks, largest 2.9 TbpsNov 1: 435 attacks, largest 3.1 TbpsNov 2: 81 attacks, largest 3.9 TbpsNov 3: 98 attacks, largest 3.6 TbpsNov 4: 85 attacks, largest 4.4 TbpsNov 5: 68 attacks, largest 1.3 TbpsNov 6: 51 attacks, largest 1.1 TbpsNov 7: 89 attacks, largest 755 GbpsNov 8: 93 attacks, largest 1.5 TbpsNov 9: 110 attacks, largest 2.8 TbpsNov 10: 93 attacks, largest 2.9 TbpsNov 11: 66 attacks, largest 1.8 Tbps
Oct 12Peak day Nov 1: 435 attackstoday

Lighter bars: a day with an attack of 3.0 Tbps or more.

Scrubbing locations
46
Anycast PoPs in 5 regions
Game-aware filters
17
Custom filters per game protocol
Typical attack
1 m 32 s
Median duration. Nine in ten are over within 6 minutes.
Added latency
0 ms
Filtering is inline, no detour
How it works

The path of a packet

Four hops between a botnet and your players. Only the last one reaches your server.

No DNS tricks, no client configuration

FiveM profile
Attack trafficPlayer traffic
  1. Attack enters

    A botnet aims a flood at your server's address. Most of what we see is UDP, line rate, at the game port.

  2. Nearest of 46 PoPs

    Anycast routing hands every source to its closest scrubbing location. The flood never crosses an ocean.

  3. Game-aware filter

    One of 17 game profiles knows what a real FiveM, Rust or Arma packet looks like. Everything else is dropped.

  4. Your server

    Only player traffic arrives, on the normal port, at full speed. An email tells you it happened.

On the wire

What hit us lately

Anonymised, straight from the attack log. The target is the game behind the attacked port.

Last 24 hours, refreshes hourly

TimeTargetVectorPeakDurationResult
13:30FiveM serverUDP + TCP flood34.7 Gbps3 m 49 sDropped
13:29FiveM serverUDP + TCP flood2.6 Gbps1 mDropped
13:29FiveM serverUDP + TCP flood213 Gbps1 m 09 sDropped
13:20Minecraft Bedrock serverUDP + TCP flood380 Mbps8 sDropped
13:19FiveM serverTCP + UDP flood367 Gbps3 m 34 sDropped
13:13Minecraft Bedrock serverUDP + TCP flood1.2 Gbps1 m 09 sDropped
Network

Where attacks come from, and where they stop

Every address is announced from all 46 scrubbing locations at once, so a flood is filtered at the PoP nearest to its source. The shading shows where this month's attack traffic originated.

46 PoPs in 5 regions, every IP announced from every PoP

Canada: 1%United States of America: 6%Uzbekistan: 1%Indonesia: 1%Argentina: 9%Chile: 5%Russia: 4%Bahamas: 0%South Africa: 1%Mexico: 7%Brazil: 29%Peru: 0%Colombia: 2%Venezuela: 1%France: 3%Ecuador: 1%Jamaica: 0%Iraq: 1%Thailand: 1%Vietnam: 2%South Korea: 0%India: 2%Bangladesh: 3%Nepal: 1%Ukraine: 3%Germany: 0%Netherlands: 0%China: 2%Taiwan: 1%Italy: 0%United Kingdom: 0%Azerbaijan: 0%Philippines: 1%Malaysia: 4%Japan: 0%Paraguay: 0%Saudi Arabia: 1%

Pick a region for its locations.

Active scrubbing PoPLighter: more attack traffic came from there

Attack traffic by origin, last 30 days

Share of the summed attack peaks by source country. Botnets rent devices everywhere, so the list is about volume, not blame.

  • BR flagBrazil29%
  • AR flagArgentina9%
  • MX flagMexico7%
  • US flagUnited States6%
  • CL flagChile5%
  • MY flagMalaysia4%
Compare

How VibeSHIELD compares

Most hosts buy generic scrubbing and call it DDoS protection. The difference shows the first time a 100 Gbps flood pretends to be your players.

VibeSHIELDTypical game hostUnprotected server
Included in the priceEvery server, no add-onOften a paid tier or a size capYou are the mitigation
Filters written per game protocol17+ game profilesGeneric L3/L4 scrubbingNone
Filtered at the nearest location46 anycast PoPsOne or two scrubbing centresTraffic lands on the server
Attack history per serverSize, timing and a full breakdown in the dashboardRarely, usually on requestA player count that drops to zero
You hear about itAn email per attack, no action neededSometimes, after the factFrom your players
Added latencyNone, filtering is inlineA detour to the scrubbing centreNot the problem anymore
Dropped

Attacks we drop

A non-exhaustive list. If it has been seen on the wire, there is a filter for it.

From the breakdown we store for every attack. Updates hourly.

Volumetric floods

Raw bandwidth, meant to fill the pipe before the server sees a packet.

  • UDP floods

    Line-rate junk at the game port, the bulk of what we see.

  • UDP fragmentation

    Oversized datagrams the server would have to reassemble.

  • Spoofed SYN

    Half-open connections from forged addresses.

  • GRE and tunnel floods

    Encapsulated traffic that generic filters wave through.

  • ICMP floods

    Ping storms and oversized echo requests.

Reflection and amplification

Small forged requests to open servers on the internet, large replies aimed at you.

  • DNS and NTP

    The classics, still in most large attacks.

  • SSDP / UPnP and CLDAP

    Home routers and directory servers as amplifiers.

  • Memcached, CoAP, SNMP

    Up to 50,000 times amplification per request.

  • WS-Discovery, SIP, Portmap

    Whatever answers from a forged source that week.

TCP state and application

Fewer packets, aimed at connection tables and web endpoints.

  • TCP state exhaustion

    Connections opened and never used, until the table is full.

  • TCP fake open

    Handshakes that look complete and never carry data.

  • Slowloris

    Requests that trickle in to hold a worker hostage.

  • HTTP GET/POST floods

    txAdmin, web panels and APIs behind your server.

  • HOIC, LOIC and XOR DDoS

    Off-the-shelf tools and botnets, recognised by signature.

Game protocol abuse

Traffic shaped like your game, which is where generic scrubbing gives up.

  • Query floods

    A2S, RakNet ping and server-list queries, answered at the edge.

  • Fake handshakes

    FiveM, Source and RakNet joins that never become players.

  • RCON and BattlEye hammering

    Admin ports kept out of reach of the flood.

  • Custom protocol abuse

    Anything new gets a filter once it is seen on the wire.

Seen on our network, last 30 days

Protocols, share of attacks

  • UDP90%
  • TCP65%
  • ICMP39%
  • IPv6-ICMP5%

Reflection vectors, attacks they appeared in

  • DNS546
  • CoAP71
  • SSDP / UPnP69
  • NTP64
  • SNMP54
  • WS-Discovery46
  • SIP39
  • Portmap38

Show your players you're protected

A badge for your Discord, your community site or your server listing. The counter inside it is live and updates on its own every hour. Right now it reads 3,673 attacks stopped in the last 30 days.

Protected by VibeSHIELD, VibeGAMES DDoS protection

HTML

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Markdown

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BBCode

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Included with every server

Every VibeGAMES server is protected

VibeSHIELD is bundled with every game server, vserver and bare-metal node. No add-on, no surcharge, no configuration. Just turn on a server and you're already behind it.

FAQ

Frequently Asked Questions