Recognized for the excellent uptime and ability to handle large loads of traffic, you'll also no longer have to contend with noisy neighbors. Noisy neighbors can bog down the server, but with a Dedicated Server, your web application can perform at optimal speeds. Thus, favored by mission-critical businesses, E-Commerce sites and web pages with significant traffic.
Ha-fucking-ha that's rich, coming from a guy that's making all sorts of claims with zero proper reasoning, logic, facts or proof of their own. Try joining the Squad Hosting Discord and you can ask the plethora of other server owners / hosters there for their detailed performance graphs they've been tracking for the past few years, as well as OWI's own QA's performance metrics. Or just flat-out ask the devs what their own internal testing looked like for in one of the many internal / closed playtests they've run over the past few years.
We don’t mind saying that our web hosting is simply the best. It’s who we are and what we do. Your data will be more safe and secure with NetHosting than with an alternative. Please take a virtual tour of our facilities so that you can see how serious an undertaking we are involved in. Or, just make an appointment and stop by. We want you to feel like you’ve made a solid selection for your hosting needs for years to come.
The game hosting companies cost maybe 20 - 30 dollars less than going the dedicated route, while you get the lovely priviledge of having to share the hardware you're on with other customers also paying for sub-par performance, too many instances running on the machine you're on. This results in crap performance (read: unplayable) for games that place a high demand on servers, especially in the case of Squad, with regular dips in server TPS to levels where rubberbanding of everything occurs. Aside from having to share your hardware, there's the fact many of you game hosting providers knowingly advertise specific hardware as capable of running Squad and offer "Squad servers" for rent that have CPUs that are known and tested to be too slow in IPC / single core performance to properly run the game with a full 80-man server.
Line speed, billed on the 95th percentile, refers to the speed in which data flows from the server or device, measured every 5 minutes for the month, and dropping the top 5% of measurements that are highest, and basing the usage for the month on the next-highest measurement. This is similar to a median measurement, which can be thought of as a 50th percentile measurement (with 50% of measurements above, and 50% of measurements below), whereas this sets the cutoff at 95th percentile, with 5% of measurements above the value, and 95% of measurements below the value. This is also known as Burstable billing. Line speed is measured in bits per second (or kilobits per second, megabits per second or gigabits per second).