Overview
Your friends are in three countries and you want a world that stays up when you log off. Every guide to this answers the same question — how much RAM — and treats location as a single line telling you to pick the nearest datacentre. That line is not wrong. It is just answering the third question first.
There are three, and they go in this order. Can your group physically play together? Then: how much distance does your game tolerate? Only then: where do you host it? Most of the plans that fall apart fall apart on the first one, long before anybody measures a ping — because several of these games advertise crossplay and then quietly withhold it on a server you host yourself.
So we start there. Then the latency each genre actually tolerates, real measured distances between regions, which hosts have a datacentre where you need one — and, more usefully, which regions nobody serves at all. There is no RAM in this post: the sizing guide answers how big, and this one answers where.
Key Takeaways
- Platform compatibility kills more of these plans than ping does — several games permit crossplay officially and block it on a server you host yourself
- Valheim trades your mod loader for crossplay, 7 Days to Die caps crossplay servers at 8 players and no mods, and Palworld console players cannot type in an IP at all
- Playable ping is a genre question: Minecraft and Valheim carry 200 ms, Rust is server-authoritative at a default tickrate of 30 and punishes every millisecond
- Minimise the worst player's ping only when there is one clear outlier and the game tolerates it — "host in the middle" usually gives everyone mediocre ping instead
- Africa, much of South America, India and Southeast Asia are where the hosting industry has simply not built anything, and no comparison table will say so
- Hostinger's Game Panel location is fixed after setup; Shockbyte, Apex, Nitrado and BisectHosting all let you move, and Bisect's is free
How the sourcing works on this page
Everything here is dated and graded. Crossplay flags, datacentre lists and latency figures all move, so every claim was checked in August 2026 and carries a badge saying how well it is sourced: Official means a developer or provider's own documentation, Measured means a published benchmark, and Community means consistent across reviews and player reports but not confirmed on an official page.
Where we couldn't confirm something, it either says so or it isn't here. Three hosts are missing from the coverage table for exactly that reason, and the refund windows are flagged as the softest figures on the page.
Step one: can your group even play together?
Before latency, before providers, before price: check that the people you want to play with can reach the same world at all. This is where these plans die, and it dies quietly, because the store page for every one of these games says crossplay in large friendly letters.
Crossplay on official servers says nothing about crossplay on yours
| Game | Verdict | The catch | Source |
|---|---|---|---|
| ARK: Survival Ascended | Dedicated server only | Crossplay works on a dedicated server launched with -ServerPlatform=ALL, but not on a non-dedicated (listen) session. You cannot simply open your own game to an Xbox friend — that path is closed, and a real dedicated server is the only route. Console mod-size limits differ between Xbox and PS5, so a mod list that loads on one may not load on the other. | Official |
| Valheim | Crossplay or mods, not both | Enabling crossplay for Xbox and Game Pass friends disables the BepInEx mod loader outright. You are choosing between your console friends and your mod list, and there is no configuration that gives you both. Xbox players cannot host at all. Joining works through the PlayFab join-code system rather than an IP address. | Official |
| 7 Days to Die | 8 players, zero mods | Crossplay dedicated servers are capped at 8 players and cannot run any mods whatsoever. A single mod left in the folder locks out every console player on the server. Needs ServerAllowCrossplay=True, EACEnabled=True, ServerMaxPlayerCount of 8 or fewer, and IgnoreEOSSanctions=False. Available since the Storm's Brewing V2.0 stable release on 30 June 2025. | Official |
| Palworld | No IP entry from console | Console and Game Pass PC players cannot type in a server IP at all. They can only reach you through the in-game Community Server browser, so a private server needs a unique, findable name rather than an address pasted into Discord. Full crossplay since the v0.5.0 Crossplay Update on 19 March 2025. There is still no cross-progression, so a character does not travel between platforms. | Official |
| Minecraft | Java and Bedrock stay apart | Java and Bedrock do not officially interoperate. Bridging them means running GeyserMC and Floodgate on a Java server — community software, not an official feature — and Realms cannot do it at all. Within Bedrock, crossplay across console, mobile and Windows is native and painless. The wall is between editions, not between devices. | Official |
| Satisfactory | No PC↔console crossplay | Steam and Epic players can share a dedicated server happily, but there is no PC-to-console crossplay of any kind. Dedicated servers are PC-only; console players get listen sessions and nothing else. | Official |
| V Rising | No PC↔PS5, none planned | PC players on Steam and Epic can share a server. PC and PS5 cannot, and no crossplay is planned — the game is content-complete as of 2026, so this is not a "coming later" situation. | Official |
| Terraria | No crossplay at all | Desktop, Console and Mobile are three separate populations. A dedicated server serves PC players only, and no amount of configuration changes that. | Official |
Crossplay flags and platform rules checked August 2026. Two of these games gained crossplay within the last eighteen months, so this is a fast-moving list — confirm against the current patch notes before you commit a group to a game.

The moment someone reads the words "disables the mod loader". via GIPHY
The three shapes this problem takes
No bridge exists
Satisfactory, V Rising and Terraria have no PC-to-console crossplay at all. A mixed group cannot share a world, and no host, plan or configuration changes that. The fix is a different game or a different platform.
It works, but costs you something
Valheim trades your mod loader for it. 7 Days to Die trades mods and half your player slots. These are real trades to make deliberately, not footnotes to discover three weeks into a world.
It works, but not the way you'd expect
Palworld console players cannot type an IP, so your server needs a unique name they can find in the browser. ARK needs a genuine dedicated server rather than opening your own game. Minecraft needs Geyser to bridge editions.
Resolve platforms before you rent anything
Step two: how much latency does your game actually tolerate?
Once you know everyone can connect, the next question is how much distance the game will absorb before anyone notices. This is where most guides stop being useful, because they quote one number — "under 100 ms is fine" — for genres that behave nothing like each other.
| Genre | Feels native | Still playable | Where it breaks down |
|---|---|---|---|
| Competitive FPS, racing, fighting CS2, Valorant, racing sims | Under 30 ms | 30–60 ms | Over 80 ms is a real handicap in ranked play |
| MMO Persistent-world RPGs | 50–100 ms | PvP holds up to roughly 150 ms | Raids needing precise healer reactions break around 200 ms |
| Survival and sandbox Minecraft, Valheim, Terraria, Satisfactory, Palworld | Up to roughly 100 ms | 150–200 ms | Under 80 ms feels native; past 200 ms building gets fiddly |
| PvP survival Rust, ARK, V Rising | Under 50 ms | Co-op play tolerates more; raids do not | Behaves like a shooter for gunfights — every 50 ms is a real disadvantage |
| Turn-based Strategy, card games | Essentially latency-immune | Anything you can connect on | Effectively never |
These are rules of thumb, not a standard
Jitter and packet loss hurt more than average ping

Somewhere past this point, the genre stops mattering. via GIPHY
Why the same 120 ms ruins one game and not another
The difference is netcode — specifically, how much the server decides versus how much your own machine is allowed to decide. When the server is the sole authority, your ping is the delay between you acting and the world agreeing that you acted, and in a fight that delay is the fight.
Rust
Punishes distance OfficialFully server-authoritative
The server simulates every entity and the client only renders the result. Facepunch's default is server.tickrate 30 — the Valve Developer Community wiki puts it as "server.tickrate Changes the server tickrate. Going higher than 30 is not recommended. (30)." Your ping directly decides who wins a gunfight, so distance is not a comfort question here, it is a competitive one.
ARK: Survival Ascended
Punishes distance CommunityAuthoritative and tick-limited
Heavy simulation with authority on the server. PvP and taming both feel visibly laggy at distance, and the feeling gets worse the more the server is doing.
Project Zomboid
Noticeable CommunityConfigurable ping ceiling
Servers expose a PingLimit setting, off by default, which hosts commonly set somewhere between 100 and 400 ms. Players consistently report severe rubber-banding when ping spikes, most obviously while driving. The setting is official; the driving desync is community-reported.
Minecraft
Forgiving CommunityTolerant, with timing-sensitive PvP
Survival and building tolerate latency well. Casual play stays fine to around 150 ms; only PvP combat is genuinely timing-sensitive.
Valheim
Forgiving CommunityZone ownership
One client acts as the authority for a given zone rather than the server simulating everything. Combat is forgiving as a result, which makes it one of the best choices for a group split across continents.
Terraria, Satisfactory, Enshrouded
Forgiving CommunityLatency-tolerant by design
Building, automation and co-op exploration degrade gracefully. These are the games where hosting far from one player costs you the least.
That Rust tickrate figure is the clearest illustration on the page. The server simulates the world thirty times a second and your client only draws the result, so every millisecond of distance is a millisecond of someone else's advantage. Minecraft, by contrast, lets your client get on with things and reconciles afterwards — which is why a Minecraft group can be spread across three continents and a Rust group really cannot.
Step three: where to host
Now the geography. Two things decide this: how far apart the candidate regions actually are in network terms, and whether the host you want has a datacentre in the one you need. The second turns out to be the harder constraint far more often than people expect.
What the distances really cost
These are server-to-server figures, not your friend's ping
| Route | RTT | Notes |
|---|---|---|
| London → New York | ~70 ms | — |
| Los Angeles → Tokyo | ~105 ms | — |
| Frankfurt → Mumbai | ~126 ms | Rose to ~170 ms during routing changes on the measurement day — treat this route as variable |
| London → Singapore | 154 ms | 30-ping run at 09:51 UTC on 27 August 2026: average 154.082 ms, minimum 153.934, maximum 154.540 |
| Manila → Auckland | ~168 ms | — |
| London → São Paulo | ~192 ms | — |
| New York → Singapore | ~222 ms | — |
| Manila → US East | ~223–227 ms | — |
| Manila → Amsterdam | ~251 ms | — |
| London → Sydney | ~266 ms | — |
| Manila → São Paulo | ~350+ ms | — |
Measured WonderNetwork Global Ping Statistics, checked August 2026. Routes marked with a tilde are typical figures; the London–Singapore row is a 30-ping run taken at 09:51 UTC on 27 August 2026. Routing changes move these numbers, as the Frankfurt–Mumbai row shows plainly.

Distance on the map and distance on the network are not the same measurement — but they correlate more than you'd like. via GIPHY
Which hosts actually have a datacentre where you need one
Every host publishes a coverage list. Almost none publish the gaps, which is the column that decides whether a given provider can serve your group at all. The last column is the one nobody thinks about before buying and everybody thinks about afterwards.
| Provider | Locations | Gaps | Change region later? |
|---|---|---|---|
| Hostinger Game Panel Official | France, Germany, Lithuania, UK, India, Indonesia, Malaysia, USA (Phoenix and Boston), Brazil Hostinger support documentation. Netherlands and USA-Asheville are web and cloud only, not Game Panel. | No Australia or Oceania, no Africa, no Middle East, no East Asia, no US-West | Fixed — back up and reinstall to move |
| BisectHosting Community | Around 21 locations advertised globally Advertised figure; we could not confirm the full city list from an official page. | Not independently verified location by location | Free, self-service via BisectOne |
| Apex Hosting Community | Portland, San Jose, Dallas, Virginia, New York, Miami, London, Amsterdam, Frankfurt, Istanbul, Singapore, Tokyo, Sydney, Mumbai, Tel Aviv, São Paulo A detailed third-party review plus Apex's own blog — verify the list at checkout. | No Africa; South America is São Paulo only | Allowed via support ticket |
| Nitrado Official | Frankfurt, London, New York, Miami, Los Angeles, Sydney, Singapore, Tokyo | No South America, no India, no Africa, no Middle East | Allowed via support ticket |
| Shockbyte Official | New York, Los Angeles, London, Frankfurt, Singapore, Sydney, São Paulo Regions are official; the specific cities are community-reported. | No India, no Africa, no Middle East | Allowed via support ticket |
| Hetzner (general VPS) Official | Nuremberg, Falkenstein, Helsinki, Ashburn VA, Hillsboro OR, Singapore Outstanding value in Europe if you are willing to run the server software yourself. | No South America, no Australia, no Africa, no India | Destroy and rebuild — it is a plain VPS |
| Vultr (general VPS) Official | The broadest coverage here — including Johannesburg, South America, and Mumbai, Bangalore and Delhi Vultr claims 32–36 active regions; independent trackers count roughly 30–33. We could not resolve the discrepancy, so no exact number appears in the copy. | Few, but you install and maintain everything yourself | Destroy and redeploy — hourly billing makes this cheap |
Coverage checked August 2026. Rows marked Community come from reviews and provider blogs rather than an official location page — verify at checkout, because these lists change. We could not confirm current datacentre lists for GPORTAL, PebbleHost or Sparked Host from official sources, so they are not in the table at all rather than listed on a guess.
Where there simply isn't a good answer
This is the part competing guides skip, and it is the part that matters most if you are the person it applies to. For four regions, the honest answer is that the game hosting industry has not built anything near you.
Africa
Among the hosts here, only Vultr's Johannesburg region realistically serves an African player. Dedicated game hosts skip the continent almost entirely, so a general-purpose VPS is usually the only honest answer.
South America
São Paulo is normally the only option, and it still adds serious latency for anyone down the west coast. A player in Lima or Santiago is closer to a Brazilian server than to a European one, but not by as much as the map suggests.
India
Hostinger has Mumbai, Apex has Mumbai, and Vultr has Mumbai, Bangalore and Delhi. Many game hosts have nothing at all, which is worth checking before you assume a nearby node exists.
Southeast Asia
Almost always served from Singapore and nowhere else. That is genuinely fine for Malaysia and Indonesia, workable for the Philippines and Vietnam, and a long way from anyone further out.
The European case for Hostinger, and the reason you might still not want it
We earn a commission if you buy through the link below, so here is the recommendation with its drawback attached rather than buried. Hostinger's Game Panel is a genuinely strong fit for European groups — and its Lithuania node is rare among game hosts, which matters a great deal if your group is Baltic and has spent years pinging Frankfurt instead. France, Germany, the UK, India, Indonesia, Malaysia, Phoenix, Boston and Brazil round out the list.
Buy it if
- Your players are in Europe and you already know they will stay there.
- You are in the Baltics or Northern Europe, where the Lithuania node is a genuinely unusual option rather than a marketing bullet.
- Your group sits in India, Indonesia, Malaysia or Brazil, all of which are covered.
Don't, if
- You are not yet sure where your players will end up. The location cannot be changed later.
- Anyone is in Australia, Oceania, Africa, the Middle East or East Asia — the Game Panel has no node in any of them, and no US-West either.
- You expect the group's centre of gravity to move, which happens more than people plan for.
The drawback, stated plainly: the location is fixed
Once a Hostinger Game Panel server is set up, its datacentre cannot be changed. Moving means backing up your world, cancelling, and reinstalling somewhere else — with whatever that costs you in downtime and nerve.
Shockbyte, Apex, Nitrado and BisectHosting all allow region changes, generally through a support ticket and generally keeping your world intact. BisectHosting's is free and self-service. On the single axis of "what if I picked wrong", every one of those four beats the product we earn from.
So: if you know your players are European, the fixed location costs you nothing and Hostinger's Lithuania and Germany nodes are strong. If you are unsure where to host, a provider that lets you move is the better buy, and we would rather say that than sell you a decision you cannot undo.
If Europe is where your group lives
Hostinger's Game Panel covers the European nodes that matter, Lithuania included, and handles the server software for you. Check the location list against where your players actually are before you pay, because that choice is permanent.
If you would rather run a plain VPS and install the server software yourself, the coverage table above shows why that is often the answer outside Europe and North America — Vultr in particular reaches places no game host does. Hostinger's general VPS range is another option there, and if you are weighing whether a VPS is the right tier at all, our guide to the warning signs you've outgrown shared hosting covers the same decision from the hosting side.
The decision rule
Minimise the worst player's ping, not the average — but only when there is one clear outlier and the game tolerates latency.
Otherwise, host in the region where most of the group lives.
Averages lie about groups. A server averaging 90 ms by giving three people 40 ms and one person 250 ms is usually the better server than one giving everyone 120 ms — the three have a good time and the fourth has a workable one. But that only holds if the game can carry 250 ms for that person. In Rust or ARK it cannot, and the arithmetic reverses: there, pick the region that keeps the most competitively-active players under the genre threshold, and accept that someone is going to be unhappy.
One outlier, tolerant game
Host where the majority are. The distant player takes a hit they can live with in Minecraft, Valheim, Terraria or Satisfactory, and everyone else plays natively. This is the common case and it has a clean answer.
Two clusters, or a harsh game
There is no location that serves both. Pick the larger or more active cluster, or accept that a PvP-heavy game needs two servers and two worlds. Pretending a single region works for both is how groups quietly stop playing.
Why "host in the middle" usually fails
It sounds fair and it rarely works. The midpoint between Europe and Southeast Asia is open ocean with no datacentres in it, so the compromise you actually get is some third city that is merely inconvenient for everyone. A compromise location tends to give the whole group mediocre ping instead of giving most of the group good ping.
Fairness in ping is not the goal. A world people enjoy playing in is the goal, and those two things point in different directions more often than not.
Test before you buy
Everything above narrows the field. Testing settles it, and it costs nothing but an evening in a group chat. The single most common mistake here is one person testing and reporting back — the whole point is the numbers you do not have.
Tools that currently work
- WonderNetwork Global Ping Statistics — City-to-city reference latency between datacentres. The right tool for comparing candidate regions, the wrong one for predicting your own ping.
- cloudping.info and cloudping.co — AWS inter-region figures, and a browser test from where you are actually sitting.
- awsspeedtest.com — Browser-based latency to every AWS region. Quick, and it needs nothing installed.
- Azure Latency Test — The same idea across Microsoft's regions, which sometimes route differently from AWS.
- Provider test endpoints — Shockbyte publishes test servers, Nitrado has a latency widget on its location page, and Apex lets you ping every location before buying.
The cheapest way to test properly
General-purpose VPS providers bill by the hour. Spin up the smallest instance in each candidate region, have everyone ping it, then destroy them — the whole exercise costs pennies and gives you real numbers to your own machines rather than to someone's reference endpoint. Among the dedicated game hosts, Apex lets you ping every location before buying and Nitrado has a latency widget on its location page, both of which save you the trouble.
Refund windows — check these yourself
These come from review sources rather than live terms pages, so treat them as a starting point for your own reading rather than a promise. They were the least confidently sourced figures in our research and they are the ones most likely to have moved.
- Shockbyte24 hours
- Apex HostingAround 72 hours
- BisectHostingAround 7 days
Reported figures as of August 2026. Confirm the current terms on the provider's own site before you rely on being able to walk away.
When not to rent a server at all
Plenty of groups don't need one. Every survival game covered here supports some form of peer-to-peer play, Minecraft has Realms, and an always-on PC at home is a real option for some people. Here is where each of those genuinely works, and where it doesn't.
Peer-to-peer and listen servers
Supported by all the survival games here — Palworld co-op up to four players, Valheim, ARK's non-dedicated sessions, Satisfactory listen sessions, 7 Days to Die, Terraria and Enshrouded. Free, instant, and fine for a small group that plays together at the same time.
- The host has to be online. Nobody plays when they're asleep, at work, or simply not in the mood. For a group across time zones this is the constraint that ends P2P.
- The host gets a 0 ms advantage. Harmless in Satisfactory, a genuine competitive asymmetry in anything with combat.
- NAT and port forwarding block connections. Often fixable, sometimes not — see below.
CGNAT is the real blocker, and it is spreading
Carrier-grade NAT means your router has no public IPv4 address of its own — you share one with other subscribers — and port forwarding therefore does nothing at all. No amount of router configuration fixes it, because there is nothing on your side to configure. It is common on mobile broadband, 5G home internet and Starlink, and increasingly ordinary on European and Asian fixed lines.
The workarounds are relays: Tailscale or Headscale for a private mesh, a cheap VPS running WireGuard or FRP, or the game's own relay where one exists. Project Zomboid can use the Steam relay, at the cost of some ping. Valheim and Palworld sidestep the problem with join codes rather than IP addresses. If you are behind CGNAT and want an always-on world, renting is usually less work than any of these.
Minecraft Realms
Official, cheap and maintenance-free. Realms for Bedrock is $3.99 a month for you plus two friends; Realms Plus for Bedrock is $7.99 for you plus ten; Realms for Java is $7.99 for you plus ten. First-time users get a 30-day free trial, which is the cheapest possible test of whether your group will actually keep playing.
- Bedrock Realms let the owner pick or auto-select a region, which is enough for most groups.
- Java Realms regions are effectively North America and Europe only. That is the single biggest reason a globally split group ends up renting instead — an Asian or Oceanian player has no good option on Java Realms.
- Realms cannot run Geyser, so Java and Bedrock players still cannot play together. No mods on Bedrock, and only limited add-ons on Java.
Pricing from minecraft.net, checked August 2026.
Hosting on your own hardware
Viable if you have a real public IPv4 address, a wired always-on machine, and a small group. The bandwidth requirement surprises people by being trivial: most games send well under about 1 Mbps per player, and the constraint is your upload speed, not your download.
It stops being viable behind CGNAT without a relay, or when the machine can't stay on. Note too that you inherit the 0 ms advantage and everyone else inherits the distance to your house — which is a residential connection, not a datacentre.
When renting becomes worth it
A worked example: Lithuania, the UK and the Philippines
Three friends, three countries, one world. Two in Europe, one on the other side of the planet. This shape comes up constantly, and it has a clear answer that nobody enjoys hearing.
Host in Germany or the UK
- Lithuania and UK players15–40 ms
- Philippines player230–260 ms
Two people play natively. One plays with a delay they will feel constantly but can work around — in the right game.
Host in Singapore
- Philippines player40–60 ms
- Lithuania and UK players150–160 ms
One player is rescued and two are pushed into the range where building gets fiddly and combat gets unfair. Net: worse.
The verdict
Host in Europe — Germany, the UK, or Lithuania if the group's centre of gravity is Baltic. It is not worth making two people suffer to help one, and that is the whole of the arithmetic.
But this only works if the game is latency-tolerant. Minecraft, Valheim, Terraria and Satisfactory all carry a 250 ms player perfectly well. Rust and ARK do not: at that distance the Philippines player loses every fight they take and eventually stops turning up. For those games the honest answer is a different game, or two servers.
And note what this example never asked: how big the server should be. That question only becomes worth answering once you know the answer to this one is yes.
Ping ranges are estimates built on the measured inter-region figures above, plus typical last-mile overhead. Checked August 2026 — run your own tests before committing.
Every game at a glance
Sorted by how much the game punishes distance, most forgiving first. If your group is split across continents, the top of this table is where you should be looking for something to play.
| Game | Dedicated server | Players | Latency sensitivity | Crossplay on your own server |
|---|---|---|---|---|
| Minecraft Java | Yes — official server.jar | Configurable | Low to moderate | PC only. Bedrock players need GeyserMC and Floodgate, which are community software |
| Minecraft Bedrock | Yes — Bedrock Dedicated Server | Configurable | Low to moderate | Native across every Bedrock platform, but there is no plugin ecosystem |
| Valheim | Yes — free Steam tool | 10 | Low | Yes with -crossplay, but it disables mods. Xbox players cannot host |
| Satisfactory | Yes — via SteamCMD | 4 by default, around 8 in practice | Low | Steam and Epic share a server. No PC-to-console crossplay at all |
| Terraria | Yes — ships with the game | 8 by default, 16 maximum | Low | None. Desktop, Console and Mobile are separate |
| Enshrouded | Yes | 16, or 4 in some modes | Low | PC-only through mid-2026. PS5 due 15 October 2026 and Xbox in spring 2027; crossplay is only a stated long-term goal |
| Palworld | Yes | 32, or 4 in co-op | Moderate | Full since v0.5.0 on 19 March 2025, but console and Game Pass PC players must use the Community Server browser — no IP entry |
| 7 Days to Die | Yes — free via SteamCMD | Around 16 on PC, 8 on crossplay servers | Moderate | Yes since V2.0 on 30 June 2025, but capped at 8 players and no mods |
| Project Zomboid | Yes | Configurable | Moderate — PingLimit setting, driving desync | PC only |
| V Rising | Yes | 40 | Moderate to high in PvP | Steam and Epic share a server. No PC-to-PS5 crossplay, and none planned |
| ARK: Survival Ascended | Yes | Configurable | High | Yes on a dedicated server with -ServerPlatform=ALL. Not on non-dedicated sessions |
| Rust | Yes — via SteamCMD | Set by the server | High — server-authoritative, default tickrate 30 | None. PC and console are entirely separate |
Checked August 2026. Player counts are defaults or commonly-cited practical ceilings — several are configurable or soft limits rather than hard engine constraints, so treat them as a guide rather than a specification.
You've picked a location. Now pick a size.
References
- [1]Global Ping Statistics — inter-city network latency — WonderNetwork, 2026. https://wondernetwork.com/pings
- [2]Rust Dedicated Server — server.tickrate and server configuration — Valve Developer Community, 2026. https://developer.valvesoftware.com/wiki/Rust_Dedicated_Server
- [3]Minecraft Realms — plans, pricing and free trial — Minecraft, 2026. https://www.minecraft.net/en-us/realms
- [4]GeyserMC — bridging Minecraft Bedrock clients to Java servers — GeyserMC, 2026. https://geysermc.org/
- [5]Game server hosting — available datacentre locations — Hostinger, 2026. https://www.hostinger.com/game-server-hosting
- [6]
- [7]
- [8]
Latency figures, datacentre lists, crossplay flags and Realms pricing all checked August 2026. WonderNetwork figures are datacentre-to-datacentre round-trip times and are not what a player will see. Per-game crossplay behaviour, provider coverage for Apex and BisectHosting, and all three refund windows are cited by source type rather than linked, because they come from support pages, patch notes and reviews rather than stable canonical URLs — and we would rather say so than guess one. GPORTAL, PebbleHost and Sparked Host are absent because we could not confirm their current locations at all.
Frequently Asked Questions
Where should I host a game server if my friends are in different countries?
Can my Xbox friend join my PC dedicated server?
What ping is actually playable?
Does hosting in the middle work for a split group?
Can I change my server's region after buying?
How do I test ping before renting a server?
Can I just host the server on my own PC?
Is Minecraft Realms good for international friends?
Why does my friend lag on our server when I don't?
How much RAM and CPU does the server need?
Nobody has a datacentre near me. What now?
Every latency figure, price and location list in these answers was checked August 2026. Crossplay support and datacentre coverage both change — 7 Days to Die and Palworld each gained crossplay within the last eighteen months — so confirm against current patch notes and the provider's own location page before you buy.



