Comparing your options? See how Gameye, Edgegap, and every major platform stack up in our Best Game Server Hosting 2026 guide.
Already running on Edgegap? You're already container-native — migrating to Gameye is mostly config, not a rebuild. Edgegap → Gameye migration guide →- Proven, not benchmarked: Edgegap leads with a 14M CCU figure from a one-hour benchmark, counted at 100 players per server. Gameye's numbers are real games — 130M+ sessions and Chivalry 2's 250,000-player launch with zero downtime.
- You keep control: Gameye placement is one region parameter in your own matchmaker — auditable and reproducible. Edgegap's Server Score runs placement for you and tells your server where it landed (city and coordinates), not how the candidate locations scored.
- Your players' data stays yours: Gameye receives a region name — no player IPs reach the platform. Edgegap's recommended strategy sends every player's public IP or location coordinates to its deployment API.
- High-clock hardware: Gameye runs dedicated bare metal with 5GHz-class cores, averaging 4.7 GHz across the fleet, with AMD Zen 4 and Zen 5 where available. Edgegap's Edge Cloud runs CPUs at up to 3.7 GHz, varying by location across 17+ providers, which is enough to shift tick rate under load.
The real difference: control and proof, not location count
Edgegap's pitch is edge proximity, and for a globally scattered player base that latency advantage is real. But its model asks you to give up three things to get it. Gameye is built the other way around.
Proven in real launches, not a benchmark
Edgegap leads with a 14M CCU figure from a benchmark: 40 game server deployments a second for 60 minutes, about 140,000 servers, counted at 100 players each. Gameye's numbers come from real games: 130M+ sessions since 2017, and Chivalry 2's 250,000-player launch with zero downtime. When the question is "will this survive launch day," real players beat a benchmark.
Placement you control and can audit
Edgegap's Server Score runs placement for you — you supply the inputs, and the server learns its city and coordinates, but not why that location won. Gameye placement is a single region parameter in your own matchmaker (location: "eu-west"): you decide it, you can reproduce it, and you can debug it. For a competitive title where you need to explain why a match landed where it did, that auditability is the difference between a fixable bug and an unexplained one.
Your players' data stays yours
To get good placements, Edgegap's recommended strategy needs your matchmaker to send every player's public IP or location coordinates to its deployment API. Gameye receives a region name — no player IPs, no personal data ever reach the platform. For studios under GDPR or data-residency rules, that turns a compliance review into a non-issue.
When Edgegap is the better pick: if your players are thinly spread across many regions and shaving the last few milliseconds of proximity latency matters more than hardware consistency, auditable placement, or keeping player data in-house, Edgegap's edge network is a genuinely strong fit. For competitive and AAA titles, the trade usually runs the other way.
What is Edgegap?
Edgegap is a container orchestration platform focused on edge computing, offering 615+ locations across 17+ providers with a "regionless" deployment model. Edgegap's strengths are geographic distribution, self-serve onboarding with a free tier, and pay-per-use pricing — making it accessible for indie and mid-size studios.
Edgegap's Edge Cloud runs CPUs at up to 3.7 GHz, varying by location across 17+ providers. DDoS protection varies by provider and location. Edgegap's recommended Server Score placement strategy sends player IP addresses or location coordinates to the deployment API.
What is Gameye?
Gameye is a managed orchestration platform built for the most demanding multiplayer games. It provides:
- Sub-second container scaling (0.5s average)
- Zero egress fees (included in pricing)
- 18 bare-metal providers, each qualifying to a hardware and protection baseline
- Game-grade DDoS protection built into every location
- Multi-provider redundancy with automatic failover
- Founded in 2017, 130M+ sessions orchestrated, 99.9% measured uptime
- Horizontal scaling across regions before cloud bursting
How does Gameye compare to Edgegap feature by feature?
| Feature | Gameye | Edgegap |
|---|---|---|
| Infrastructure Philosophy | 18 qualified bare-metal providers + 5 burst — deployed only where hardware meets spec | 615+ locations aggregated across 17+ providers, variable quality |
| Hardware Consistency | Dedicated bare metal, 4.7 GHz fleet average, AMD Zen 4 and Zen 5 where available | Up to 3.7 GHz, varying by location, across 17+ providers |
| DDoS Protection | Entry requirement for every provider — no location without it | Varies by provider/location |
| Scaling Model | Horizontal across regions → cloud burst | Edge-first, regionless |
| Egress Fees | ✓ None — included in pricing | $0.10/GB on Edge Cloud; 6 TB per host included on Private Fleets |
| Track Record | Founded in 2017, 130M+ sessions orchestrated | Deploying game servers since February 2019 |
| Peak Proven | 250K CCU live (Chivalry 2) | 14M CCU (benchmark test) |
| Target Market | Mid-size to AAA studios | Indie to mid-size studios |
| Region Control | Full control per region | Platform-optimised by default; regional filters available as secondary option |
| Game Server SDK | ✓ None — no code in your server binary | Edgegap SDK available (optional) |
| Integration Complexity | One parameter (static) or your own aggregation logic you own and can debug | Player public IPs or coordinates sent to the deployment API, optional beacon caching |
| Player Data | No player data passes to the server platform | Player IPs or coordinates sent by the recommended Server Score strategy |
| High-Clock Bare Metal | Every session, on-demand or reserved, billed per second | Edge Cloud up to 3.7 GHz, varying by location; Overdrive bare metal (up to 5.1 GHz) is reserved per host, from $320/month on a 12-month term |
| Reserved Capacity Terms | 30-day rolling contract; change your reservation each month | Private Fleet hosts: lowest rates need a 12-month term ($280/$320 per host); 6-month $323.75/$370; month to month $350/$400 |
| Placement Auditability | Fully logged — you know exactly why every session landed where it did | Chosen location passed to the server; how locations were scored isn't published |
Why aren't more locations always better?
Edgegap markets 615+ locations as a key differentiator. But more locations creates new problems:
"615 locations" is the size of the menu, not the size of the kitchen
The 615 figure is an aggregation of provider points-of-presence across 17+ underlying cloud and bare-metal specialists — not 615 data centres Edgegap runs. Stack the granular PoP-level locations from a handful of edge-cloud providers and the count climbs fast, but it measures addressable deployment targets, not standing concurrent capacity. It's the size of the menu, not the size of the kitchen.
That gap matters for game servers specifically. A game server is CPU-bound, needs high-clock dedicated cores, and runs for the full match — and edge nodes are, by design, a capacity-constrained tier. The established edge model is to serve what you can close to the player and overflow to cloud as load rises. A modest box in a tertiary PoP can hold a few containers, but the long tail of the 615 is thin in compute terms: the real work concentrates in a small number of well-stocked hubs, and the rest are placement options the orchestrator can reach for, not regions carrying meaningful capacity.
Nor is warm, pre-provisioned hardware standing by in all 615 at once — that volume of idle capacity would be prohibitively expensive. Deploying a container in seconds is a real strength of the cache-and-deploy model, but it is distinct from acquiring the underlying machine, which provisions in minutes to hours. Most of the tail stays cold and lights up just-in-time from a shared pool. "615 locations" and "615 locations with capacity ready right now" are not the same claim.
So the meaningful question was never 9 versus 615. It's how much real, well-peered capacity sits in the metros that actually carry your players — which is exactly what Gameye's qualified bare metal plus cloud burst is built around.
What's actually in the 615
Both Gameye and Edgegap work with third-party providers — that's how game server infrastructure works at scale. The difference is what those providers are and how the count is constructed.
Edgegap's 615 includes every AWS Region and Availability Zone — their own announcement of joining the AWS Partner Network describes deploying across "all AWS Regions and Availability Zones — on-demand and in one click." Standard hyperscaler regions (AWS, Google Cloud, Alibaba Cloud) count toward the headline number alongside commodity cloud (Vultr, DigitalOcean, OVHcloud) and colocation (Equinix).
When a session is ready, the Edgegap API returns the underlying host's raw public IP: an AWS IP, a Vultr IP, or an OVH IP depending on placement. The FQDN Edgegap provides is DNS pointing at a third-party server. That's not a criticism — it's how cloud orchestration works — but it does mean the 615 locations are a mix of standard cloud regions, commodity VMs, and colocation, not a purpose-built game server network.
The most revealing data point: when Edgegap deployed onto infrastructure genuinely close to the network edge — a September 2023 partnership with Colt Technology Services and City Infrastructure Network in London — they issued a press release calling it "the world's first game server running on true edge infrastructure." That statement only makes sense if everything else in their 615-location network is standard cloud and hosting. They said the quiet part loud.
Most edge infrastructure was built for video, not game servers
The majority of edge nodes on the internet exist to serve video. Video accounts for 38–54% of all downstream internet traffic (Sandvine, 2024), and that demand has driven the design of CDN infrastructure for 25 years. Google explicitly describes their Media CDN as "optimized for high-throughput egress workloads, such as streaming video." Akamai's entire network was built on media delivery. The edge computing industry, in other words, was architected around a fundamentally different problem than multiplayer gaming.
CDN edge nodes are stateless — they cache identical content and push it to users. They're storage-heavy, tolerant of 2–18 seconds of buffering latency, and tuned for TCP throughput. A game server is the opposite in every dimension: stateful, compute-bound, requiring sub-20ms round-trip time, and dependent on UDP or QUIC rather than TCP. The hardware profile is different too — CDN nodes are I/O-bound and need large disk caches; game servers need fast single-thread CPU clock speeds and high RAM per session.
This matters when evaluating a 615-location edge network. If a significant portion of that footprint is built on CDN-style infrastructure — optimised for video egress rather than real-time game server compute — then physical proximity to those nodes doesn't translate directly into better game server performance. A node close to your players that can't run a stateful authoritative server at low latency isn't an advantage. It's just a number on a marketing page.
Gameye's infrastructure is purpose-built for game server workloads: bare-metal nodes with 5GHz+ single-thread clock speeds, high RAM per vCPU, and network configurations built for UDP latency rather than TCP throughput. The location count is smaller because the qualification standard is built around what game servers actually need — not what CDN video delivery needs. Read more about edge node infrastructure →
Hardware Inconsistency — and Why It Shows Up in Your Code
Edgegap's docs say its Edge Cloud runs AMD and Intel CPUs "with clock speed up to 3.7 GHz, varying by location". The example host in its docs reports a 2.3 GHz base clock.
A game server binary that runs physics at 128Hz on a 3.2 GHz core will behave differently on a 2.4 GHz core under load. Tick rate drifts. Physics steps accumulate error. The bugs that result are nearly impossible to reproduce — they are tied to whichever node the session landed on, which neither the developer nor the player can predict or control.
Gameye runs sessions on dedicated bare metal with 5 GHz-class cores, averaging 4.7 GHz across the fleet, with AMD Zen 4 and Zen 5 where available. There is no hypervisor and no noisy neighbour, so a server's tick budget doesn't depend on what else shares the machine, and the spread between locations is far narrower than in a pool where clock speed varies by location.
Network Peering Variability
Proximity is not latency. Each edge location has different peering arrangements with ISPs, and cost-optimised, blended transit is exactly what keeps a sprawling edge footprint affordable. A location physically close to a player can sit on cheap routes and lose to a well-peered, IXP-adjacent hub further away — and average ping hides the jitter and route instability players actually feel under load. Across 615 PoPs spanning 17+ providers, peering quality is heterogeneous by construction; more locations amplifies that inconsistency rather than resolving it.
DDoS Protection Patchwork
With 17+ providers, DDoS mitigation quality varies by location and contract. During an attack, your weakest link determines your resilience.
Game-aware DDoS protection is an entry requirement for every Gameye provider. No provider is added to the Gameye network without it. Every location a session can land on has active DDoS mitigation, not just the locations on high-profile providers.
Gameye works with 18 bare-metal providers and 5 burst-capacity providers — more than Edgegap claims in their own comparison. The difference: every bare-metal location must meet our qualification standard before we deploy to it. We don't add a location because it exists. We add it when it passes.
- servers.com
- GCore
- Vultr
- Scaleway
- OVHCloud
- velia.net
- latitude.sh
- Qonzer
- Streamline
- Hetzner
- Cherry Servers
- Psychz Networks
- THG / Ingenuity
- Leaseweb
- i3d.net
- Datapacket
- M247
- Gpcore.io
- AWS
- GCP
- Azure
- Akamai
- Tencent Cloud
Burst providers handle launch spikes and extreme concurrency peaks. Steady-state game sessions run on bare-metal infrastructure that meets our hardware qualification standard.
Provider list current as of November 4, 2026.
The "Regionless" Tradeoff
Edgegap markets regionless deployment as simpler. The reality depends on what you are building.
Gameye's regional integration is a single string parameter in your session start call. For a game with a concentrated player base, you pass location: "eu-west" and you are done. No player data collection, no measurement infrastructure, no ongoing beacon caching. Edgegap's Server Score strategy sends every player's public IP or location coordinates to the deployment API.
For global games that need dynamic placement, both approaches require client-side latency measurement. With Gameye, placement logic lives in your matchmaker — you own it, you can log it, and you can reproduce every placement decision exactly. Gameye placement decisions are fully auditable. With Edgegap's regionless model, the platform's algorithm makes the final call. Your server learns where it landed, but not how the candidate locations scored.
Player Data Leaves Your Infrastructure
Edgegap's Server Score strategy passes every player's public IP address, or their location coordinates, to the deployment API at session start. For studios operating under GDPR or data residency requirements, this raises questions about what player network or location data is transmitted to a third-party platform.
Gameye receives a region name only. No player IP addresses or personal data pass to the Gameye platform.
Consistent Hardware Means Reserving Hosts
Edgegap's Edge Cloud runs CPUs at up to 3.7 GHz, varying by location across 17+ providers, which matters for tick-rate-sensitive games. For consistent high-clock hardware, Edgegap offers Private Fleet Overdrive hosts: bare metal up to 5.1 GHz, at $320 a month per host on a 12-month term, $370 on six months or $400 month to month, with limited availability by location. Its Performance hosts, from $280 a month, are virtual machines up to 3.7 GHz (Edgegap Private Fleets documentation). These figures are as of October 30, 2026. Edgegap has changed its Private Fleet prices, host specifications and usable vCPU per host several times this year.
A studio that needs hardware consistency for competitive multiplayer is buying a different product from Edgegap's per-minute Edge Cloud: whole hosts, paid monthly, at locations it picks in advance. That makes the model regional in all but name. The global placement optimisation that defines regionless applies only to the variable-hardware public pool.
Gameye runs on dedicated 5 GHz-class bare metal at standard pricing, from day one, averaging 4.7 GHz across the fleet, with AMD Zen 4 and Zen 5 where available. That hardware is the default for every session, billed per second, with no host to reserve first. Reserved capacity, at $0.035 per vCPU-hour, runs on a 30-day rolling contract that you can change each month. Edgegap's lowest Private Fleet rates need a 12-month commitment, and its 6-month and month-to-month rates cost more.
How do regions work for large-scale games?
Edgegap frames regional architecture as outdated. But there's a reason AAA studios use it:
- Baseline capacity on premium bare metal — Run your steady-state traffic on high-performance, high-clock hardware in major population centers.
- Horizontal scaling within regions — When traffic spikes, scale across proven infrastructure in that region first.
- Cloud bursting for peaks — Only burst to cloud capacity for extreme spikes (launches, free weekends).
This model optimises for performance, not location count: dedicated high-clock cores in the places your players actually are, so tick rates stay stable.
Gameye has orchestrated 130M+ sessions using this model, including Chivalry 2's 250,000-player launch spike with zero downtime.
How accurate is Edgegap's comparison page?
Edgegap publishes a comparison page about Gameye and updates it periodically. Where it's inaccurate, here's the correction:
"Chivalry 2 moved off Gameye in August 2025"
This is false. Chivalry 2's dedicated servers run on Gameye today, as they have since before the game launched in 2021 — a six-year partnership with Torn Banner Studios and Tripwire Interactive spanning alpha, beta, and live operations. We continue to orchestrate its servers worldwide.
"Gameye only has 9 regions"
Gameye has far fewer locations than Edgegap, by choice. Gameye runs bare metal in the major metros where players are, across North America, Europe, Asia-Pacific, South America and India (Mumbai, through OVH), with on-demand cloud capacity in the Middle East and South Africa. We'd rather have fewer locations you can trust than 615 locations with variable quality.
"200+ datacenters is really ~9 regional groups"
Both figures are real and we publish both: steady-state sessions run on qualified bare metal in major population centres; the 200+ datacenter figure includes burst and cloud capacity for spikes. The point was never raw location count — it's that every location we run steady-state sessions on meets a hardware and DDoS standard.
"No public changelogs since 2023"
This is a claim Edgegap makes about Gameye on their comparison page. We've taken it seriously: since January 2026, Gameye publishes monthly platform update articles detailing the latest features, fixes, and infrastructure changes. Major updates continue to be communicated directly to customers. We're committed to transparency about how the platform evolves.
"Contact sales required / no self-serve signup"
Self-serve trial signup launched in May 2026 — you can sign up and start a container yourself, no sales call required. For studios that want it, Gameye also offers architecture review, capacity planning, and dedicated support.
"No proof at AAA scale"
Chivalry 2 hit 250,000 concurrent players in the first 30 minutes of launch — on Gameye infrastructure — with zero downtime. Torn Banner Studios is happy to discuss their experience. Our 130M+ sessions and 7-year track record speak louder than benchmarks.
"0.5s container start only applies to pre-warmed pools"
Not so — 0.5 seconds is our average start time for any container, not a warm-pool trick. It's the easiest claim on this page to verify: sign up for the trial, start a container, and watch the clock.
"'5GHz+' is a transient single-core boost"
It isn't transient. Gameye runs cores in turbo mode, so that clock speed is the state your server actually operates at — not a momentary boost. Bare metal also means no hypervisor or noisy neighbour pulling that clock down.
"'No egress fees' is misleading — bare metal still has egress costs"
Whatever bandwidth Gameye absorbs upstream isn't a line on your invoice. Our $0.07/vCPU/hr on-demand rate includes all data transfer — no separate per-GB charge, and your bill doesn't spike as your player count grows. Run your own numbers in the Gameye vs Edgegap cost calculator, where Edgegap's per-GB egress is modelled in.
"Gameye lacks engine plugins and its integrations are 'in progress'"
The absence of plugins is the design, not a gap — Gameye runs your game server as a container with no SDK or plugin code in your binary, which is the whole point. And nothing is "in progress": Pragma Engine, Nakama, FlexMatch, and Unity Matchmaker are all live integrations today.
"Session-based autoscaling shipped in 2026 with no track record"
Gameye has run containerised, per-session orchestration since 2017 — scaling across machines, regions, and providers, bursting into cloud for peaks, with warm pools for extra-fast scaling. That's 130M+ sessions of production track record, including Chivalry 2's 250,000-player launch. On-demand session scaling is the core of how the platform has always worked.
Why choose Gameye as an alternative to Edgegap?
- Consistent performance for a demanding multiplayer game (shooters, fighters, competitive)
- Control over regional infrastructure and fully auditable placement decisions
- Proven, game-grade DDoS protection at every location without exception
- High-clock bare metal for every session, billed per second, with no hosts to reserve
- Player IP data kept inside your own systems
- Simpler matchmaker integration — one region parameter vs. collecting player IPs or locations
- A partner with AAA launch experience
- An indie or casual multiplayer title
- Maximum geographic distribution as your primary goal
- A preference for self-serve onboarding
- Significant player bases far from Gameye's regions, such as West or East Africa
- Location count as more important than hardware consistency
What do studios say about Gameye?
"It's reassuring to know that we could scale up indefinitely as we prepare for platform events and sales."
Read case study: 60%+ cost reduction →"We felt there was a personal relationship, and if there was a problem, we knew Gameye would be there."
Read case study: 250K players at launch, zero downtime →Key terms
Frequently asked questions: Gameye vs Edgegap
Does Gameye have fewer locations than Edgegap?
Yes — by design. Gameye operates in major population centers using premium bare metal from proven providers. We optimise for performance quality and consistency, not location count. Every Gameye location has game-grade DDoS protection and consistent, high-end hardware.
What's actually in Edgegap's 615 locations?
A mix of standard hyperscaler regions, commodity cloud, and colocation. Edgegap's AWS Partner Network announcement confirmed that all AWS Regions and Availability Zones count toward the 615. Providers include AWS, Google Cloud, Alibaba Cloud, Vultr, DigitalOcean, OVHcloud, and Equinix colocation. When a session is deployed, clients receive the underlying provider's raw public IP — an AWS or Vultr IP — with Edgegap DNS pointing at it. In September 2023, when Edgegap deployed onto infrastructure genuinely close to the network edge (Colt Technology Services, London), they called it "the world's first game server running on true edge infrastructure" — implicitly confirming the rest of their network is standard cloud and hosting.
Is edge infrastructure built for game servers?
Mostly no. The majority of edge nodes on the internet were built for video streaming — video accounts for 38–54% of all downstream internet traffic (Sandvine, 2024) and has driven CDN infrastructure design for 25 years. CDN edge nodes are stateless, storage-heavy, and tolerant of seconds of buffering latency — the opposite of what a game server needs. Game servers require stateful compute, high single-thread CPU clock speeds, and sub-20ms round-trip time over UDP. Proximity to a CDN-style edge node doesn't automatically translate to better game server performance. Purpose-built game server infrastructure requires a different hardware and network profile entirely.
Does Edgegap really have 615 locations?
615 is an aggregation of provider points-of-presence across 17+ underlying cloud and bare-metal specialists — addressable deployment targets, not 615 data centres with standing capacity. Edge nodes are a capacity-constrained tier by design, so the long tail is thin in compute terms and most of it stays cold until a match needs it. The number to compare isn't 9 versus 615; it's how much real, well-peered capacity sits in the metros that actually carry your players.
What's wrong with "regionless" deployment?
Nothing inherently — but the integration is not as simple as the marketing suggests. To get good placements from Edgegap's Server Score strategy, your matchmaker sends player public IPs or location coordinates to the deployment API. The placement decision then lives inside their algorithm; your server learns the chosen location, not how the candidates scored. For competitive games where you need to audit and reproduce placement decisions, or for studios under GDPR where player IP or location data leaving your infrastructure is a concern, Gameye's regional model — where placement logic stays in your matchmaker and no player data passes to the server platform — is a cleaner fit.
Does Edgegap's bare metal tier solve the hardware consistency problem?
Partially, but it changes what you're buying. Edgegap's Private Fleet Overdrive hosts are bare metal up to 5.1 GHz, priced from $320 a month per host on a 12-month term ($400 month to month), and Edgegap's docs say Overdrive availability is limited. Its Performance hosts ($280 a month on a 12-month term) are virtual machines up to 3.7 GHz. Either way you reserve whole hosts at specific locations and pay monthly, which is a regional model in all but name. The regionless placement benefit applies only to sessions on the variable-hardware public pool. Gameye runs every session on consistent high-clock hardware, billed per second, with no host to reserve first. Gameye's reserved capacity runs on a 30-day rolling contract you can change each month; Edgegap's lowest host rates need a 12-month commitment.
Is Edgegap's 14M CCU benchmark real?
It's a benchmark, not production traffic. Edgegap started about 140,000 game server containers in one hour (40 a second) and counts that as capacity for 14M players at 100 players per server. Gameye's 130M+ sessions and 250K peak CCU are from real games with real players, including high-profile launches like Chivalry 2.
Why does hardware consistency matter?
Multiplayer games are sensitive to tick rate stability and server performance. When hardware varies across locations, player experience varies. Two players in the same match might have different experiences based on which location's hardware they're connected to. Keeping hardware in a narrow, high-clock band reduces this variable.
Can I migrate from Edgegap to Gameye?
Yes. Both platforms are container-based. Your Docker images work on Gameye with minimal changes. Our team can help you run both platforms in parallel during transition and optimise for your specific game's requirements.
Switching from Edgegap as an Unreal Engine studio?
Edgegap's hardware consistency issue matters more for UE titles than most engines — Unreal Engine's physics and networking ticks are sensitive to CPU throughput. The 25%+ clock speed variance across Edgegap's public pool means different tick behavior on different nodes, producing bugs nearly impossible to reproduce.
Gameye runs Unreal servers on dedicated bare metal with 5GHz-class cores, averaging 4.7 GHz across the fleet, with AMD Zen 4 and Zen 5 where available, so tick behaviour doesn't depend on which CPU a location happens to have. Chivalry 2 (Unreal Engine 4, Torn Banner Studios) ran its 250,000-player launch on Gameye with zero downtime.
Container-based, no UE plugin required. Your Linux dedicated server build runs as-is. See how Unreal Engine dedicated server hosting works on Gameye →
Related comparisons
Edgegap figures on this page were last checked against Edgegap's pricing page and documentation on , and we recheck them every month. Edgegap changes its prices and specifications often. If you spot something out of date, tell us and we'll correct it.
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