Also see the Preparation checklist.


0-20 players

  • Windows Server OS 2012+
  • CPU: 2 Ghz Dual-Core 64-bit
  • Memory: 2GB
  • 100 GB Hard disk space (20 GB for system and 80 GB for data, on separate disks/partitions)

20-100 players

  • Windows Server OS 2016+.
  • CPU: 2.2Ghz Quad-Core 64-bit
  • Memory: 4GB
  • 200 GB Hard disk space (30 GB for system and 170 GB for data, on separate disks/partitions)

100-500 players

  • Virtual machine or dedicated hardware
  • Windows Server OS 2016+.
  • CPU: Xeon Quad-Core 64-bit
  • Memory: 8GB
  • 500 GB Hard disk space (50 GB for system and 450 GB for data, on separate disks/partitions)

500+ players

Please contact us for systems that will host more players than 500 and we will help you decide on what kind of server system that you need.


We have successfully run DISE Servers on most virtualization platforms, including Amazon EC2, Microsoft Azure, VMWare and several ISP specific Elastic Cloud platforms.


Also see Network access & security.


Ports for HTTP (80) and HTTPS (443) must be accessible from all player networks for full access.

Public IP?

The appropriate NAT or forward rules need to be setup when the server shall be accessible on a public IP or domain name. 

In addition, the server's public address and port needs to be made known to the backend in order to propagate to players. 

During server installation, the public IP / FQDN needs to be entered. 


There must not be any service or application on the system that occupies the following network ports:

  • 80 (HTTP)
  • 443 (HTTPS)
  • 3000 (for internal use by API)
  • 3100 (for internal use by WebSockets)
  • 8080 (for internal use by backend)

Windows settings

You may tune Windows for TCP/IP performance

  1. Make a backup of the Windows registry
  2. Run the attached .reg file, tcp-optimization.reg.
  3. Open up regedit and go to the subkey HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\GUID where GUID is a unique ID for the network interface.
    Here, add the following two DWORD values:
    TcpNoDelay = 1
    TcpAckFrequency = 1
  4. Disable autotuning by opening a command prompt and type: 
netsh int tcp set global autotuninglevel=disabled

       5. Restart the server. 

Domain name

We recommend that you have a Fully Qualified Domain Name (FQDN), internet domain name or local domain name available for the server communication. For example: or dise.localnetwork. 

The relevant A records for this need to be created. The address will be sent to the players to allow them to locate and register into the server.
If at a later time the underlying IP number is changed there is no need to change the local player settings.

Internet access

If you will be using the discovery code service during player registration, access to one or more of our discovery servers from both server and player is required:

  • (

It is possible to use the discovery code feature in an isolated on-prem system. If you are interested please contact us for more information, and take a look at the article below:
Set up local discovery service

License validation

The on-prem server license needs to be periodically validated against our license servers. 

This can either be done by connecting the server to the internet and have it validate, or by copying a license token from the server and uploading it using another PC.

SSL certificate

We recommend that you have an SSL certificate for your server, so that you can use encryption of the traffic (HTTPS). This can be a normal or wildcard SSL certificate.

SSL support

Resource usage

We recommend that you check with your service provider to find the cost for bandwidth, disk access and CPU usage prior to installing the DISE Server.


Please note that the DISE Server will use bandwidth when communicating with web interface users and players. This traffic will consist of:

  • Content (content will only be downloaded by player when updated)
  • Status reporting from player to server
  • Log reporting from player to server
  • Playback statistics from player to server (can be turned off on request)
  • Screenshot from player sent on request
  • Service commands and requests between server and player
  • Web user upload/download of content
  • Web user activity
  • Composer content upload (Manager to server)

We do not take responsibility of the amount of used bandwidth between server and players, but are always working to keep the bandwidth used to a minimum.

Disk access

The DISE Server will try to minimize the amount of disk access. Please note that generating reports and similar activities may execute lots of read/writes to disk.
We cannot take responsibility for high Input/Output Operations Per Second (IOPS).

CPU Usage

We require having multiple cores on your server PC to minimize the CPU usage. 

During certain times the server may have a high CPU utilization.

Sending mail

If you plan to send mail to users when there is a problem with a player, make sure that the server has access to an SMTP or IMAP mail server. 

It's also possible to set this up on the server itself. 

(see this article: Sending mail)