Gaming 18 min read

Hosting a Game Server for Friends in Different Countries (2026)

Friends spread across countries? Ping is rarely what stops you — crossplay usually is. Which games work on a self-hosted server, real inter-region latency, where each host actually has datacentres, and how to pick.

August 27, 2026 Updated August 27, 2026
A dim, blue-lit datacentre aisle of server racks, one bay labelled NETWORK-2 — the kind of room a rented game server actually sits in, and the choice of which room decides everyone's ping
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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

This is the trap, and it catches people repeatedly. A game can support full crossplay in matchmaking and on the developer's own servers while restricting, crippling or entirely blocking it on a server you rent or run. The restriction is usually a deliberate design decision — anti-cheat, mod loaders, console certification — not a bug that a support ticket will resolve.
What actually happens on a self-hosted server
Game Verdict The catch Source
ARK: Survival AscendedDedicated server onlyCrossplay 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
ValheimCrossplay or mods, not bothEnabling 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 Die8 players, zero modsCrossplay 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
PalworldNo IP entry from consoleConsole 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
MinecraftJava and Bedrock stay apartJava 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
SatisfactoryNo PC↔console crossplaySteam 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 RisingNo PC↔PS5, none plannedPC 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
TerrariaNo crossplay at allDesktop, 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.

A Minecraft character sitting on a sofa with a controller, reacting with dismay

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

If your group is mixed PC and console and the game has no self-hosted crossplay, the fix is changing game, changing edition, or getting everyone onto one platform. It is never buying a better server. If you are still working out which platform edition someone actually owns, our console region checker and the PC storefront region-lock guide cover the neighbouring wall that the same groups tend to hit.

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.

Playable ping by genre
Genre Feels native Still playable Where it breaks down
Competitive FPS, racing, fighting CS2, Valorant, racing simsUnder 30 ms30–60 msOver 80 ms is a real handicap in ranked play
MMO Persistent-world RPGs50–100 msPvP holds up to roughly 150 msRaids needing precise healer reactions break around 200 ms
Survival and sandbox Minecraft, Valheim, Terraria, Satisfactory, PalworldUp to roughly 100 ms150–200 msUnder 80 ms feels native; past 200 ms building gets fiddly
PvP survival Rust, ARK, V RisingUnder 50 msCo-op play tolerates more; raids do notBehaves like a shooter for gunfights — every 50 ms is a real disadvantage
Turn-based Strategy, card gamesEssentially latency-immuneAnything you can connect onEffectively never

These are rules of thumb, not a standard

No governing body publishes playability thresholds. The figures above are well-corroborated — they recur consistently across industry guides and match what players report — but they are conventions rather than specification, and your own tolerance genuinely varies. Treat them as a map, not a measurement. The broader rule holds well: around 40–60 ms is good, 100 ms is a delay you can feel, and some games start refusing connections near 170 ms.

Jitter and packet loss hurt more than average ping

A steady 140 ms is far more playable than a connection that averages 70 ms and spikes to 300. Average ping is the number everyone quotes because it is the number everyone can measure; consistency is what actually determines whether a session feels broken. When you test candidate regions, watch the spread between minimum and maximum, not just the average.
A Rocket League car flipping over with an on-screen ping indicator reading 990

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 Official

Fully 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 Community

Authoritative 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 Community

Configurable 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 Community

Tolerant, 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 Community

Zone 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 Community

Latency-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

Every number below is datacentre-to-datacentre round-trip time from WonderNetwork's Global Ping Statistics — machines on good networks talking to machines on good networks. Real player ping is higher, sometimes substantially. Your friend's last-mile connection, their ISP's peering, their home Wi-Fi and their router all add latency on top. Read these as a floor and as a way of comparing routes against each other, never as a prediction of what anyone will see in-game.
Inter-region round-trip time
Route RTT Notes
London → New York~70 ms
Los Angeles → Tokyo~105 ms
Frankfurt → Mumbai~126 msRose to ~170 ms during routing changes on the measurement day — treat this route as variable
London → Singapore154 ms30-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.

A world map with pins and a length of string stretched between two continents

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.

Datacentre coverage, gaps, and whether you can move later
Provider Locations Gaps Change region later?
Hostinger Game Panel OfficialFrance, 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-WestFixed — back up and reinstall to move
BisectHosting CommunityAround 21 locations advertised globally Advertised figure; we could not confirm the full city list from an official page.Not independently verified location by locationFree, self-service via BisectOne
Apex Hosting CommunityPortland, 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 onlyAllowed via support ticket
Nitrado OfficialFrankfurt, London, New York, Miami, Los Angeles, Sydney, Singapore, Tokyo No South America, no India, no Africa, no Middle EastAllowed via support ticket
Shockbyte OfficialNew York, Los Angeles, London, Frankfurt, Singapore, Sydney, São Paulo Regions are official; the specific cities are community-reported.No India, no Africa, no Middle EastAllowed via support ticket
Hetzner (general VPS) OfficialNuremberg, 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 IndiaDestroy and rebuild — it is a plain VPS
Vultr (general VPS) OfficialThe 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 yourselfDestroy 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.
Pre-purchase checks0 / 6 checks completed

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

Rent once any of these is true: the group plays at different times and wants the world always-on; there are four or more regular players; anyone is behind CGNAT; or you want mods without one person's PC carrying the whole session. Below roughly weekly play with two or three people, don't — P2P or a Realms trial will serve you better and cost you nothing.

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.

Latency sensitivity and crossplay, game by game
Game Dedicated server Players Latency sensitivity Crossplay on your own server
Minecraft JavaYes — official server.jarConfigurableLow to moderatePC only. Bedrock players need GeyserMC and Floodgate, which are community software
Minecraft BedrockYes — Bedrock Dedicated ServerConfigurableLow to moderateNative across every Bedrock platform, but there is no plugin ecosystem
ValheimYes — free Steam tool10LowYes with -crossplay, but it disables mods. Xbox players cannot host
SatisfactoryYes — via SteamCMD4 by default, around 8 in practiceLowSteam and Epic share a server. No PC-to-console crossplay at all
TerrariaYes — ships with the game8 by default, 16 maximumLowNone. Desktop, Console and Mobile are separate
EnshroudedYes16, or 4 in some modesLowPC-only through mid-2026. PS5 due 15 October 2026 and Xbox in spring 2027; crossplay is only a stated long-term goal
PalworldYes32, or 4 in co-opModerateFull 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 DieYes — free via SteamCMDAround 16 on PC, 8 on crossplay serversModerateYes since V2.0 on 30 June 2025, but capped at 8 players and no mods
Project ZomboidYesConfigurableModerate — PingLimit setting, driving desyncPC only
V RisingYes40Moderate to high in PvPSteam and Epic share a server. No PC-to-PS5 crossplay, and none planned
ARK: Survival AscendedYesConfigurableHighYes on a dedicated server with -ServerPlatform=ALL. Not on non-dedicated sessions
RustYes — via SteamCMDSet by the serverHigh — server-authoritative, default tickrate 30None. 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.

This post deliberately says nothing about RAM, CPU or plan tiers, because we cover that properly elsewhere rather than badly here. Once you know where the server is going, the game server sizing guide works through what each of these games actually needs, and the sizing calculator turns your player count and mod list into a specification you can buy. That post answers how big; this one answers where, and the two only work as a pair.

References

  1. [1]
    Global Ping Statistics — inter-city network latency — WonderNetwork, 2026. https://wondernetwork.com/pings
  2. [2]
    Rust Dedicated Server — server.tickrate and server configuration — Valve Developer Community, 2026. https://developer.valvesoftware.com/wiki/Rust_Dedicated_Server
  3. [3]
    Minecraft Realms — plans, pricing and free trial — Minecraft, 2026. https://www.minecraft.net/en-us/realms
  4. [4]
    GeyserMC — bridging Minecraft Bedrock clients to Java servers — GeyserMC, 2026. https://geysermc.org/
  5. [5]
    Game server hosting — available datacentre locations — Hostinger, 2026. https://www.hostinger.com/game-server-hosting
  6. [6]
    Server locations and latency measurement — Nitrado, 2026. https://server.nitrado.net/en-GB/
  7. [7]
    Cloud locations — available regions — Hetzner, 2026. https://www.hetzner.com/cloud/
  8. [8]
    AWS inter-region latency monitoring — CloudPing, 2026. https://www.cloudping.info/

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?
Host in the region where most of your group lives, not the geographic middle — the midpoint between Europe and Asia is open ocean with no datacentres. If one player is far away, that only works when the game tolerates latency well, like Minecraft or Valheim rather than Rust.
Can my Xbox friend join my PC dedicated server?
It depends entirely on the game, and several allow crossplay officially while blocking it on servers you host. ARK needs a real dedicated server with specific launch flags. Valheim allows it but disables mods. Satisfactory and V Rising have no PC-console crossplay at all.
What ping is actually playable?
It depends on the genre far more than people assume. Competitive shooters want under 50 ms. Survival and building games like Minecraft, Valheim and Satisfactory stay comfortable to around 100 ms and remain playable near 200 ms. Rust and ARK punish latency like a shooter.
Does hosting in the middle work for a split group?
Usually not. A compromise location often gives everyone mediocre ping instead of most people good ping, and the midpoint between distant regions frequently has no datacentres at all. Host where the majority are, unless the game is latency-tolerant enough to carry one outlier.
Can I change my server's region after buying?
It depends on the host. Shockbyte, Apex, Nitrado and BisectHosting all allow region changes, usually through a support ticket and keeping your world — Bisect's is free. Hostinger's Game Panel location is fixed, so moving means backing up and reinstalling.
How do I test ping before renting a server?
Have every friend run the same test to the same candidate cities. WonderNetwork gives city-to-city figures, cloudping and awsspeedtest test from your own browser, and Apex and Nitrado offer per-location ping tools. Hourly-billed VPS providers let you test for pennies.
Can I just host the server on my own PC?
Sometimes. You need a real public IP address, an always-on wired machine and a small group. The blocker is usually CGNAT, common on 5G home internet and Starlink, where your router has no public IP and port forwarding simply does nothing.
Is Minecraft Realms good for international friends?
For Bedrock, reasonably — you can pick a region. Java Realms region options are effectively North America and Europe only, which hurts Asian and Oceanian players, and Realms cannot run Geyser so Java and Bedrock players still can't play together. A rented server offers more control.
Why does my friend lag on our server when I don't?
Because ping is measured from each player to the server, not between players. Whoever lives nearest the datacentre has the best connection, and if you're hosting from your own PC you have a zero-millisecond advantage that nobody else can match.
How much RAM and CPU does the server need?
That is a different question with a different answer, and we keep it on its own page rather than guessing at it here. The sizing calculator covers Minecraft, Palworld, ARK, Valheim and Rust with sourced figures and a plan recommendation.
Nobody has a datacentre near me. What now?
If you are in Africa, much of South America, Central Asia or the Pacific, no dedicated game host is likely to serve you well. A general-purpose VPS provider with broader coverage is usually the better route, at the cost of installing and maintaining the server software yourself.

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.

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