RubinOT vs Tibia Global: which one demands more from your connection

3 min read
rubinottibiacomparisontechnicalfailover

RubinOT and Tibia Global are the two biggest use cases for PingArmor. Even though they look like “the same game” from the player’s perspective, they have important technical differences at the network layer — and that changes how failover behaves on each one.

Difference 1: /32 routes vs broad routes

RubinOT (and other OT servers) uses /32 routes — one specific IP per world. PingArmor detects the server IP when you launch the client and creates a direct route through the tunnel:

10.255.247.10 (PC) → 10.255.247.1 (tunnel gateway) → rubinot_ip

Tibia Global uses a larger pool of servers (login, game, BattlEye, updates) spread across many IPs. Instead of mapping each one, PingArmor uses broad routes: 0.0.0.0/1 + 128.0.0.0/1. These two routes cover the entire internet and take priority over the default route — meaning all game traffic flows through the tunnel.

To avoid routing web traffic (Google, Cloudflare, AWS) through the tunnel too, PingArmor adds CDN exceptions — more specific routes (/8, /13, /15) that force non-game traffic back through the physical internet.

Difference 2: timing sensitivity

Tibia Global is more tolerant to route changes, because many servers coexist in the same range. RubinOT, with a single IP per world, is more sensitive: if the /32 route disappears for half a second, the TCP connection can break.

In practice:

AspectRubinOTTibia Global
RoutesSpecific /320.0.0.0/1 + 128.0.0.0/1
PersistenceDynamic (add/remove on detection)Persistent during session
BattlEyeNoYes (anti-cheat)
Failover sensitivityHighMedium

Difference 3: SNAT and local IP

Another subtlety: for OT servers like RubinOT, PingArmor uses SNAT (source NAT) on the relay server. That means the RubinOT server sees the relay IP, not yours.

For Tibia Global, since broad routes cover everything, SNAT applies too — but netstat reports it differently. On Tibia you may see the tunnel IP (10.255.247.x) as the local source, while on RubinOT you still see the physical interface IP (e.g. 192.168.0.x). This is normal — it does not mean RubinOT is leaking through the physical internet. IP routing still forwards packets through the tunnel even when the TCP socket binds to the physical IP.

How PingArmor handles both

Despite the differences, the end result is the same:

  • Automatic detection (zero configuration)
  • Failover in 1 to 2 seconds when the primary internet fails
  • Added latency of 0 to 15ms
  • Encrypted WireGuard tunnel
  • Dashboard shows “Saves” for every avoided DC

If you play both games, PingArmor handles them in parallel — you don’t have to pick one. The RubinOT page focuses on OT servers; the servers page lists both games with full support.

Which one is more affected by a drop?

In real experience, both suffer equally from a raw DC. The difference is recovery: on Tibia Global, manually reconnecting after a DC is fairly quick; on RubinOT, depending on the world, there may be XP cooldown, skill loss or even death. That’s why automatic protection makes a bigger difference on RubinOT.

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