Included with every VPS and dedicated server

DDoS protection that records why every packet died.

Floods big enough to fill the link are absorbed upstream. Everything that reaches your machine is judged packet by packet by Clouduxe Prism, at the network driver. When a player cannot connect, you look up their address and read which check stopped them.

one streamL3the addressL4the transportL7the protocoldroppedyour server
17 Tbps
absorbed upstream
XDP/eBPF
at the network driver
3 · 4 · 7
layers judged
99.99%
uptime SLA

01

The split

Two layers. You control the second.

The network edge removes what would fill the link, before it reaches the machine. Clouduxe Prism, on the machine itself, decides what is left: which ports are reachable, how fast traffic may arrive, and whether it speaks the service's protocol.

Upstream

The network edge

Answers how big an attack you can take. You do not configure it, and what it removes is folded into the same drop counters you read on the Attacks tab.

Yours to tune

Clouduxe Prism, on the host

Port rules, packet-rate ceilings, protocol validation and per-address allow and deny lists, set from the Firewall tab of each server.

  1. Layer 3

    The address

    Is this source allowed to talk to this server at all, and is the packet structurally sane?

    Ends here: Blocked sources and malformed packets, at the lowest possible cost.

  2. Layer 4

    The transport

    Is this a real TCP or UDP conversation, or a packet pretending to be one?

    Ends here: Spoofed and stateless floods, and traffic above the ceilings on your port rules.

  3. Layer 7

    The protocol

    Is this actually the protocol the port claims to serve?

    Ends here: Floods that look like players on the wire but never speak the game.

Each layer runs only if the one before it did not already decide, so the expensive question is only ever asked of traffic that survived the cheap ones.

02

Attack by attack

Pick an attack. See where it ends.

Seven shapes of attack, the gate that stops each one, and the record it leaves behind. Detection thresholds are not published: what each vector is helps you, the number it trips at mainly helps someone trying to sit underneath it.

L4 · The transport

Forged source addresses, one packet each, aimed at the game port.

Asks
Is this a real conversation, or a packet pretending to be one?
Ends
Under load an unknown source has its first packet dropped. A real client retransmits and gets through. A forged source never answers, because the reply goes to an address that never sent anything.
Players
Nothing. Connected players keep the trust they earned before the flood started.
What the panel recordsdroppedExample
source
203.0.113.7
target
udp/30120
protection
udp_challenge
packets
18,430

03

The difference

Most protection stops at the edge. This one follows the packet home.

Scrubbing upstream is how you survive volume, and every Clouduxe server has it. What you cannot do from a scrubbing centre is read the game's protocol, hold a per-port ceiling, or tell one customer which check dropped one player.

CapabilityClouduxeUpstream-only scrubbing
Ask why one player was droppedAddress lookup names the check that did it, with exact countsNo record of a single address
Judge the game protocolValidators for FiveM, Minecraft, Source, rAthena, TeamSpeak, DNS and RDPVolume and known signatures
Where filtering happensAt the network driver of your own machine, before the kernel allocates a bufferIn a scrubbing centre, then relayed on to you
Ceilings you controlPer port, per source and per connection, from the Firewall tabOne profile for the whole address
Why a packet was droppedA reason recorded per packet, grouped into incidentsA dropped total
Players already connectedSources that proved themselves keep priority when pressure risesEvery packet is equally anonymous
A check that misfires on your trafficSwitch it off for that rule yourselfOpen a ticket

04

What you get back

An attack you can read afterwards.

Dropped packets are grouped into time-bounded incidents, each with its sources, the ports it targeted and what the attack was made of. The dropped figure is an exact count, and anything rebuilt from a sample is labelled an estimate.

Attacks · IncidentExample incidentExample

2.4M pps

Peak received

2.3M pps

Peak dropped

94%

Removed upstream

6 min 40 s

Lasted

DroppedPassed to your serverudp/30120 · 38 Gbps peak
  • Protocol validation61%
  • Spoofed transport24%
  • Per-source ceiling9%
  • Blocked source6%
Example view. The figures are an illustration, not a reading from a server.
Attacks · Address lookupExample

Check whether an address was filtered before it reached your server, and which protection acted. Counts are exact, not sampled.

203.0.113.42Look up

4 packets filtered across 1 attack window

This address had completed a valid session, so some of these drops affected legitimate traffic. Worth reporting to support.

ProtectionTargetPackets
protocoludp/301203
per_source_rateudp/301201
Example view. The figures are an illustration, not a reading from a server.
Firewall · Port rulesExample
RuleServiceValidationPer sourceConns
udp/30120FiveMon300 pps-
tcp/30120FiveMon-100
udp/9987TeamSpeakon200 pps-
tcp/22SSHoff-10
Every port not listed is closed. Nothing reaches the server without a rule. Example view. The figures are an illustration, not a reading from a server.

Address lookup

When a player cannot connect, look up their address and read exactly which check dropped it.

Rules for sources

Allow or deny a source address, independent of any port rule.

Alerts in Discord

Send attack alerts to a channel of your own with a webhook.

05

Detection

Attacks fail differently. There is a check for each.

Grouped by what the attacker is trying to run out of, because that is what decides which gate can see it.

Volumetric floods

More than the link or the server can absorb. The largest are absorbed upstream; what arrives meets your port ceilings.

Amplification · Aggregate flood · Per-source flood · Out-of-band flood

Spoofed and stateless traffic

Packets claiming an address that never sent them. A real client answers a challenge by connecting normally; a spoofed source cannot.

SYN flood · Spoofed UDP · Fingerprint mismatch

Connection exhaustion

Aimed at the finite number of connections a server can track. This is what takes game servers down while bandwidth graphs look normal.

Connection flood · New connection rate · Distributed connection spread · Half-open and idle abuse

Protocol abuse

Traffic that reaches the right port but is not the service speaking. Every packet is well formed, so a plain rate limit cannot see it.

Invalid protocol · Failed handshake ratio · Query flood · Malformed connect · Replayed connect · Command abuse

Web and HTTP

For servers running an HTTP service alongside the game.

Request flood · Missing client identity · Off-path requests

Behavioural and unknown

Detections that do not depend on recognising a specific attack, which is why a novel one does not have to be seen before it can be stopped.

Behavioural scoring · Timing regularity · Reputation · Zero-day pattern · Tier demotion

06

Your game

It knows your game.

A rate limit cannot tell a player from a booter, because both send packets. A protocol validator can, because only one of them speaks the protocol correctly.

FiveM
The Cfx.re game and listing traffic
Minecraft
Java edition, and Bedrock over RakNet
Source
CS2, CS:GO, TF2, Garry's Mod and the shared query protocol
rAthena
Ragnarok Online logins and zone traffic
TeamSpeak
Voice, server query and file transfer
RDP
Remote Desktop
DNS
Query and response validation
VPN
Common tunnel protocols

Nine one-click presets

Open the right ports for a common workload, then fit the limits to your own busy hour.

  • FiveM (GTA RP)TCP 30120, UDP 30120
  • Minecraft (Java)TCP 25565
  • Minecraft (Bedrock)UDP 19132
  • RustUDP 28015, TCP 28016
  • Source / CS2UDP 27015
  • SA-MP / open.mpUDP 7777
  • ARK: SurvivalUDP 7777, UDP 27015
  • TeamSpeak 3UDP 9987, TCP 10011, TCP 30033
  • Web serverTCP 80, TCP 443

07

Regions

Three regions. The same protection in each.

Pick the one closest to your players. Nothing about the filtering changes between them.

MumbaiIndia
VPS from ₹890
Dedicated available
Same stack
SingaporeSingapore
VPS from $9.49
Dedicated available
Same stack
FrankfurtGermany
VPS from $9.49
Dedicated available
Same stack

08

Questions

Questions

Is DDoS protection included with every server?

Yes. Every Cloud VPS and dedicated server in Mumbai, Singapore and Frankfurt sits behind the same upstream network and runs Clouduxe Prism on the host. There is nothing extra to buy.

How large an attack can you absorb?

The upstream network carries up to 17 Tbps of mitigation capacity. That figure is the same on every plan, because it is the same network in front of every server, and it is not metered or divided per customer.

Does DDoS protection add latency?

There is no scrubbing hop. Prism runs on the machine serving your traffic, so nothing is re-encapsulated or relayed through another city. Traffic that passes reaches your service the same way it would with no protection at all.

Will the filter block my players?

Prism separates players from attackers by protocol and behaviour, not by volume alone. If a real player is ever dropped, Address lookup on the Attacks tab names the exact check that dropped them, and that rule can be tuned.

Which games does the filter understand?

Protocol validators ship for FiveM, Minecraft Java and Bedrock, the Source engine (CS2, CS:GO, TF2 and Garry's Mod), rAthena and TeamSpeak, plus RDP, DNS and common VPN protocols. One-click presets also cover Rust, ARK and SA-MP.

Can I see the attacks against my server?

Yes. The Attacks tab groups what was dropped into incidents, with their sources, the ports they targeted and what the attack was made of. Attack alerts can also go to a Discord channel of your own.

Do I have to configure anything?

Upstream filtering needs nothing from you. On the host you choose which ports are open and how fast traffic may arrive on each, usually by applying the preset for your game and then fitting the limits to your own busy-hour traffic.

Does another customer being attacked affect my server?

No. Every server has its own filtering state and its own rules, so another customer's attack does not tighten anything on yours, and a rule you set never leaks outwards.

Deploy a server. The protection is already there.

Same capacity on every plan, in every region, with nothing to switch on.