Server questions v2

Hey everyone,

I’ve been trying to gather some straightforward, publicly available information about War Thunder’s server setup so I can make informed suggestions on how performance might be improved. Unfortunately, support isn’t able to share any details — even the kind of basic, non-sensitive info most studios openly discuss (e.g., whether they use AWS only, whether they’re experimenting with platforms like Edgegap, GameLift, or other major alternatives such as Google Cloud, Microsoft Azure, or OVHcloud).

Since Gaijin encourages players to post suggestions here, it would really help to know at least the general direction of the game’s backend. Things like:

  • Are servers strictly AWS-based, or is it a mixed-cloud or hybrid setup?
  • Are alternative platforms such as Edgegap (edge compute), Amazon GameLift (AWS-based game server orchestration), Google Cloud (Agones/Kubernetes-based), Microsoft Azure, or OVHcloud being tested or considered?
  • Is netcode/server tick optimization something currently under review?
  • Are there known bottlenecks with current regions, matchmaking servers, or AWS regional limitations?

This isn’t about demanding proprietary contracts or internal documents — it’s simply about understanding what’s already public knowledge in the wider game industry. Most MMOs openly acknowledge what tech they’re built on (AWS, Azure, GCP, etc.) because it helps players give realistic, targeted suggestions instead of guessing in the dark.

If any devs or community managers can shed even broad-level insight, it would go a long way toward making meaningful suggestions instead of shooting blind.

Thanks to anyone who can provide clarity or point to existing threads with accurate info.