
Edgegap and Agones.dev both offer dedicated game server hosting orchestration to multiplayer game studios.
What sets them apart?
Edgegap | Agones | |
|---|---|---|
Orchestration | Traditional, fleet-based, self-hosted on studio-managed Kubernetes. Open-source software, not a managed platform (accepted to the CNCF at the Sandbox maturity level on December 21, 2025; transition publicly announced March 2026). | |
Infrastructure | None. Runs on whatever infrastructure the studio provisions, negotiates, and manages directly. | |
Regions | 615+ locations, all on-demand at one universal price | No locations or network of its own. Per-region Kubernetes cluster setup required for every market served. |
Pricing | $0.00115/min per vCPU (fractionable), $250/month Performance host (16 vCPU, 32 GB) / $290/month Overdrive (3.7-5.1 GHz, 64 GB) | Free to license. Studio pays full infrastructure costs directly, absorbs 20-30% fleet waste, and staffs its own Kubernetes engineering. |
Scalability | 14M CCU with real world testing, automatic with no pre-provisioning | No public benchmarks. Performance depends entirely on the infrastructure the studio provisions and manages. |
Integration | Unity SDK and Unreal plugin are lifecycle wrappers only. No containerization tooling, no netcode or backend integrations. Unreal still requires building from Source. | |
Support | No support team, no SLA, no commercial offering. GitHub issues and a free-plan Slack community only. | |
Latency | No network of its own; makes no latency claims and publishes no latency data. | |
Track Records | Open-source since 2018; no official client list. Known users with large infrastructure teams include KRAFTON and Ubisoft (a founding contributor). |
Edgegap
Edgegap offers a modern, highly optimized and hybrid, multicloud game server orchestration on the world's largest edge network, which enables multiplayer game developers to:
Ensure consistent end user experience with instant, regionless access to all of Edgegap's 615 locations worldwide (and counting) on-demand;
Edgegap's Private Fleet provides the option to use hybrid orchestration which optimizes bare metal and cloud usage to further optimize costs for game studios while keeping end-user performance ideal;
Deliver low latency online experience for its players with a 58% average reduction vs. public cloud;
Rapid scaling with a confirmed, consistent 40 deployments per second for 60 minutes reaching 14 million concurrent users ("CCU") in that time span, with more possible over time;
High resiliency with the ability to instantly redirect deployments across its 17+ providers (cloud and bare metal) with guaranteed 99.99% uptime.
Edgegap's platform is accessible to anyone and can be tested with a free account which includes the essential resources to help game developers get started.
Edgegap's approach enables game studios to deploy to all its cloud locations worldwide at a single, universal price based on 100% compute usage, or the full flexibility to orchestrate on its private fleet for persistent servers and cost optimization.
Edgegap also offers an easy-to-integrate, fully managed matchmaking system and server browser (lobbies).
Edgegap prides itself on its easy and short integration process ("get your game online in minutes") including its compatibility through easy-to-use plugins, samples, and integrations with major game engines (Unity, Unreal) and tools most used by game developers (e.g., Heroic Labs Nakama, Mirror Networking, PlayFab, Photon Fusion, etc.), including matchmaker services such as Unity Gaming Services' matchmaker, for an even easier integration process. These integrations are often endorsed by the original creators themselves.
Edgegap is constantly updated, with releases every two weeks on average including new features, platform improvements and bug fixes.
Agones
Agones is not a managed platform, a SaaS product, or a commercial service. Agones is a free, open-source, traditional fleet-based game server orchestration software built on Kubernetes, originally co-developed by Google and Ubisoft and first open-sourced in 2018, now hosted under the agones-dev organization on GitHub and accepted to the CNCF at the Sandbox maturity level on December 21, 2025 (with the transition publicly announced in March 2026). Studios that choose Agones must self-host, operate, and maintain every aspect of their infrastructure entirely on their own.
As an open-source project, Agones is the underlying orchestration engine for certain managed platforms, including ones that operate and maintain it on studios' behalf. Nitrado's GameFabric, for example, describes its platform as "built on Kubernetes and Agones" (GameFabric landing page, as of July 3, 2026), layering its own management, monitoring, and support on top of the open-source engine. This model can suit studios that prefer to outsource Agones operation entirely. Studios with the in-house Kubernetes expertise to run Agones directly can also adopt it themselves at no licensing cost, since the core orchestration engine is open-source and community-governed under the CNCF.
Agones has no platform, no dashboard, no onboarding process, and no support team. Getting started requires deep Kubernetes expertise, and running Agones in production is likely to require at least one full-time dedicated infrastructure engineer.
While Agones offers Unity and Unreal SDKs, these are thin lifecycle management wrappers only, not deployment or containerization tools. Unreal Engine developers must still build Unreal Engine from Source, as Agones provides no tooling to bypass this process. No integrations exist for major netcode transports such as Mirror Networking, Photon Fusion, or Fish-Networking, and no integrations exist for backend services such as Nakama, PlayFab, Epic Online Services, Pragma Engine, or Beamable.
Beyond orchestration, Agones offers nothing out of the box. It has no matchmaking system, no DDoS protection, no analytics, no managed infrastructure, no container registry, and no hybrid orchestration. Each of these must be independently sourced, integrated, and paid for by the studio.
Agones uses fleet-based orchestration, meaning servers are pre-provisioned and kept running in pools. This results in 20 to 30% wasted capacity (per Edgegap's fleet architecture analysis) and server boot times when scaling beyond pre-warmed capacity that can reach 10 to 15 minutes, as documented by KRAFTON's DevOps Team Lead at AWS re:Invent 2024, compared to Edgegap's 3-second average server boot time from cold start.
Agones has no network of its own, makes no latency claims, provides no scalability benchmarks, and offers no uptime SLA.
Although Agones is free to license, its true cost of ownership is significant. Studios pay full infrastructure costs directly to cloud providers or bare metal vendors without volume leverage, absorb the 20 to 30% waste inherent in fleet-based architecture (per Edgegap's fleet architecture analysis), and must staff and maintain their own Kubernetes infrastructure. When the cost of tooling, monitoring, DDoS protection, matchmaking, and dedicated engineering is included, the total cost of running Agones in production is substantially higher than its zero licensing fee suggests.
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Initial Setup & Integration
Edgegap's documentation and videos highlight the orchestration platform's simple integration process and demonstrate how fast it can be achieved.
Edgegap provides integration process for both Unity Engine and Unreal Engine. Specifically for Unity, it offers a plugin which enables developers to containerize and deploy a game server directly from Unity's editor. Edgegap's "build from container" integration process for Unreal Engine is faster than any other method, as it doesn't require developers to build Unreal Engine from Source which is the typical dedicated game server integration process for this engine. Both help developers containerize their game server for their project, and deploy it to Edgegap's platform in minutes.
Additionally, Edgegap provides samples alongside dedicated integration processes across major netcode transport including Mirror Networking, Unity's Netcode for Game Objects (NGO), Photon Fusion, Fish-Networking ("FishNet"). This also includes major game services and backend tools such as Heroic Labs' Nakama, Microsoft's PlayFab, Epic Games' Epic Online Services, Unity Gaming Services (UGS) Matchmaking, Pragma Engine, and Beamable.
Edgegap provides game developers with the flexibility to choose which container registry they want to use, including Edgegap's own container registry, but also external solutions such as Docker Hub, GitLab, Google Cloud's Registry, and Amazon Elastic Container Registry (ECR).
Once a game server is deployed, Edgegap offers a highly intuitive user experience. Every user can quickly oversee its deployment on its dashboard. For more insights, Edgegap offers an Analytics dashboard which provides details on monitoring releases with live server count per version and resource usage overview, including CPU-related and memory insights, alongside networking insights to detect inefficient networking patterns and optimize netcode performance.
Agones is not a managed platform. It is open-source software that game studios must self-host, deploy, and operate entirely on their own infrastructure.
There is no dashboard, no sign-up flow, and no onboarding process. Getting started requires deep Kubernetes expertise before a single game server can be deployed.
To integrate Agones, studios must first provision and manage their own Kubernetes cluster, on a cloud provider such as AWS, Google Cloud, or Azure, or on self-managed bare metal. From there, developers must install Agones onto the cluster and integrate the Agones SDK directly into their game server code to manage the server lifecycle, including calling sdk.Ready() when the server is ready to accept players, handling the Allocated state, and calling sdk.Shutdown() when a session ends. Studios are then responsible for defining and managing GameServer and Fleet configurations via Kubernetes manifests, configuring buffer sizes for pre-warmed server pools, and building and maintaining their own CI/CD pipelines for deploying updated builds.
Agones offers a Unity SDK and an Unreal Engine plugin. However, both are only thin wrappers for game server lifecycle management. Neither provides containerization tooling, editor-based deployment, or anything equivalent to Edgegap's Unity plugin, which enables developers to containerize and deploy a game server directly from Unity's editor. For Unreal Engine developers, Agones does not offer an equivalent to Edgegap's Docker Extension for Unreal, meaning developers must still build Unreal Engine from Source, a process known to take several hours.
Agones does not provide integration guides or samples for major netcode transports. A review of the Agones documentation confirms no official integrations exist for Mirror Networking, Photon Fusion, or Fish-Networking. A community-maintained example for Unity's Netcode for GameObjects is listed under Agones' third-party content, but is not maintained by Agones itself. Similarly, Agones provides no integrations with backend tools and game services such as Heroic Labs' Nakama, Microsoft's PlayFab, Epic Games' Epic Online Services, Pragma Engine, or Beamable.
Products
Beyond dedicated game servers, Edgegap offers a range of solutions to help multiplayer game developers, including:
Matchmaking: Group players easily and launch games instantly. A fully managed, infinitely customizable matchmaking system to optimally group players worldwide.
Server Browser: A lobby-like system that lets players discover, browse, and join available game servers directly.
Managed Clusters: Managed Clusters make hosting self-managed game services and game backend easy and fast.
Managed Infrastructure: Easily and cost-effectively run all backend services in Edgegap's fully managed clusters including managed Kubernetes, managed databases and storage, and real-time CDN.
Container Registry: Edgegap's registry includes 10 GB, with external registry integration available.
Analytics: Generate insights to optimize your game server, usage and orchestration experience.
Private, Always Online Deployments: Learn how to enable persistent worlds with 24/7 always online deployments. Ideal for multiplayer experiences such as social games and MMOs.
China Deployments: Leverage the same platform worldwide. Availability is pending regulatory, country-specific compliance in this market.
Hybrid Orchestration (Bare Metal + Cloud): For committed studios with predictable traffic, leverage Bare Metal for low tide traffic to optimize costs, and seamlessly scale with Cloud for traffic spikes.
Fleets: Edgegap's Fleets enable game developers to both 1. add persistent servers without Egress that help developers optimize costs at each of the selection locations and 2. add 24/7 persistent servers which are useful games as MMOs, social, survival, etc.
Edgegap offers a fully managed matchmaking system as part of its platform, alongside compatibility with matchmaking services, including UGS Matchmaking.
Agones is solely an orchestration engine.
It provides the core primitives for managing game server lifecycles on Kubernetes, including GameServer, Fleet, FleetAutoscaler, and GameServerAllocation resources. Everything beyond this must be sourced, built, and operated independently by the studio.
Agones does not include a matchmaking system. Its own documentation explicitly states that matchmaking is outside its scope, and that studios must integrate a separate solution such as Open Match and connect it to Agones themselves. Edgegap, by contrast, offers a fully managed, highly customizable matchmaking system out of the box.
Agones does not include DDoS protection of any kind. Studios running Agones are responsible for sourcing and configuring their own protection at the infrastructure level; Edgegap provides automated DDoS attack protection at no additional cost.
Agones does not include analytics. Agones provides no built-in observability tooling -- studios must build or integrate their own monitoring stack, typically using tools such as Prometheus and Grafana. Edgegap's Analytics dashboard provides live server counts, CPU and memory insights, and networking data out of the box.
Agones does not include managed infrastructure, a container registry, managed clusters, always-online persistent deployments, China deployments, or hybrid orchestration. Each of these requires the studio to independently source, configure, and operate the relevant infrastructure. All of the above are included as part of Edgegap's platform.
Performance (Distribution, Latency Reduction, Scalability & Resilience)
Distribution
Edgegap's modern, regionless orchestration platform is built from the ground up to provide a fully gated multi-tenant environment. Multiple studios can run on the same server, but each deployment is gapped in its own isolated container that cannot exceed its requested resources, so no container's usage can overlap another's on a shared server and no noisy-neighbor effect is possible. Resources are reserved per deployment, with Edgegap billing per dedicated vCPU, fractionable down to 1/4 vCPU.
This co-tenancy is an advantage. Private, traditional fleets carry wasted capacity because not every server is fully used at the same time: basic factors like location and time of day leave capacity idle, and the onus of optimizing that usage falls on each individual studio. With Edgegap's on-demand Edge Cloud, that wasted capacity and the per-location optimization workload are removed entirely. For studios that still want fleets for their specific benefits, such as persistent servers or egress-free hosting, hybrid orchestration offers the best of both, and Edgegap automatically optimizes across on-demand and fleet capacity.
Edgegap prides itself on leveraging its patented orchestrator on the world's first, and largest, edge network built for multiplayer game server hosting. It includes, as of Q1 2026, 615 locations worldwide across 17+ cloud and bare metal providers, all available to deploy game servers on-demand.
Edgegap's platform instantly distributes multiplayer games worldwide without the need to select regions as required in traditional orchestration platforms.
Edgegap also offers Fleets, available across 58 sites (as of July 2026), which let studios run persistent, always-online servers and egress-less servers, either standalone or combined with cloud through hybrid orchestration.
Given Agones is an open-source orchestration and not a platform with infrastructure, it has no network of its own.
It is software that runs on whatever infrastructure the studio provisions, whether on a single cloud provider, multiple cloud providers, or bare metal. While flexible, this means studios negotiate directly with cloud hyperscalers or bare metal providers on their own, without the volume leverage of a platform like Edgegap that aggregates demand across hundreds of studios. Cloud providers and bare metal vendors will typically offer significantly lower rates in exchange for 12-month or longer commitments, meaning studios running Agones that cannot commit, or misjudge their capacity needs, pay full list price.
There are no locations, no edge network, and no regionless orchestration. Studios are entirely responsible for provisioning Kubernetes clusters in every region they wish to serve, configuring Agones on each cluster individually, and managing the full infrastructure stack across all of them.
This traditional, per-region model stands in direct contrast to Edgegap's regionless approach, where all 615+ locations worldwide are available on-demand without per-region configuration or billing.
Latency
Edgegap's platform, using its patented decision-making algorithm and the world's largest edge network, deploys game servers closest to users. This enables game developers to deliver:
Reduction of players' latency by "58% on average vs. public cloud";
"78% sub-50 milliseconds (i.e., 'real time') latency vs. 14% for public cloud," alongside "91% sub-100 ms latency (i.e. 'sweet spot' for non-eSports multiplayer) vs. 67% for public cloud."
Critically, this ensures a "95% improvement of players' experience" worldwide, which helps game developers maintain consistent end-user experience including traditionally challenging markets such as Oceania and Asia.
Additionally, it helps game developers avoid static, region-locked matchmaking, which helps increase match quality for players.
Because Agones has no network of its own, it makes no latency claims and provides no latency reduction data.
The latency players experience is determined entirely by the infrastructure the studio chooses to run Agones on, and how many regions they can afford to provision and maintain. For most studios, the operational cost of running Agones across enough locations to meaningfully reduce latency is prohibitive. As detailed in Edgegap's latency analysis, even a AAA studio's large existing network of locations was insufficient to match Edgegap's latency reduction, with Edgegap demonstrating an average reduction from 116 milliseconds to 48 milliseconds across 600,000 transactions.
Scalability
Edgegap's performance benchmark proves its orchestration can consistently scale at 40 deployments per second, sustained for 60 minutes, for a total of 14 million concurrent users ("CCU") worldwide. Stacking two of such instances on Edgegap's platform allows game developers to manage as much traffic as Fortnite had during their peak launch (100 req. per second).
This allows game developers using Edgegap to scale and meet the biggest challenge of orchestrators: meeting player demand over a short period of time, such as a midnight launch, a game's addition to a subscription service, or an overnight streaming sensation.
As of July 2026, Edgegap has deployed over 110M sessions worldwide, reaching billions of players over the platform's lifetime (Edgegap internal, as of July 2026), up from 80M in December 2025.
Agones uses fleet-based orchestration, meaning game servers are pre-provisioned and kept running in pools. When traffic exceeds the pre-warmed pool, new servers must be provisioned, and this is where Agones introduces significant delays.
As demonstrated by KRAFTON's DevOps Team Lead JungHun Kim in their AWS re:Invent 2024 presentation on PUBG, Agones' overall server boot time when scaling can reach 10 to 15 minutes, comprising 1 to 3 minutes for instance provisioning, 2 to 3 minutes for instance bootstrapping, and 5 to 10 minutes for pod provisioning. Per Edgegap's Online Latency Report, 34% of players will churn from a multiplayer game when facing such delays. By comparison, Edgegap's just-in-time orchestration achieves a 3-second average cold start per Edgegap's performance data.
Additionally, because Agones relies on pre-warmed server pools, studios must maintain fleet buffer capacity at all times. This traditional fleet-based approach means 20 to 30% of provisioned capacity is wasted (per Edgegap's fleet architecture analysis), with servers sitting idle while still being paid for.
Agones provides no public scalability benchmarks. Its performance is entirely dependent on the underlying infrastructure the studio provisions and manages.
Resilience
Edgegap's vast network telemetry allows it to detect issues with sites or providers, such as outages, and instantly redirect deployments across its 17+ providers across cloud and bare metal.
Edgegap's platform has been running live 24/7 for the past six years, maintaining over 99.99% availability.
Agones itself provides no resilience guarantees.
There is no uptime SLA, no status page, and no automated failover across providers. Resilience is entirely the responsibility of the studio, requiring them to architect and maintain redundancy across their own Kubernetes clusters and infrastructure. Edgegap, by contrast, has maintained 99.99% uptime over six years across 17+ providers, with the ability to instantly redirect deployments in the event of an outage at any site or provider.
Platforms & Adoption
Edgegap's dedicated game server and various integrations ensure the platform supports all game hardware types, such as PC, consoles (PlayStation, XBOX, Nintendo Switch), VR, mobile, web-based (HTML5, WebGL, etc.) alongside new devices such as extended reality ("XR") devices including Apple's Vision headsets, and META's AI glasses such as Ray-Ban Meta and Meta Ray-Ban Display.
Edgegap is part of Nintendo's Switch developer portal alongside PlayStation's Partner Program.
Edgegap is the sole orchestrator endorsed by Epic Games, makers of Unreal Engine, through its Epic Online Services.
In terms of games, Edgegap supports titles from AAA to indie projects alike. Games that have run on Edgegap in 2026 include two mobile publishers among the top 10 by downloads and revenue, PAYDAY 3, the 7 Days to Die franchise, The Isle (a top-100 title by concurrent players on Steam in May 2026), 1047 Games, a KRAFTON title, Halfbrick Studios, Sinn Studios, and MegaBits Publishing, alongside challengers such as top-10 CrazyGames multiplayer "Drift.io" by Slipstream Games and the #1 MENA-region application "WOLF Qanawat." Case studies for certain of these games are available to read.
Over 1,600 studios have used Edgegap's platform (as of Q3 2025), managing millions of players and hundreds of thousands of game servers.
Agones is open-source software and does not track or promote the studios that use it. As such, there is no official client list, no case studies, and no publicly maintained registry of games running on Agones.
That said, Agones is known to be used by studios with significant internal infrastructure teams capable of operating Kubernetes at scale. KRAFTON, the studio behind PUBG: BATTLEGROUNDS, has publicly documented their use of Agones in a 2024 AWS re:Invent presentation, which notably also documented the 10 to 15 minute server boot times encountered when scaling beyond pre-warmed capacity.
Ubisoft, a founding contributor to the Agones project, has also publicly confirmed ongoing use of Agones, with Thomas Lacroix stating: "We continue to use Agones in some production games, where it plays an important role in running live multiplayer games at scale."
Agones does not hold partnerships with game engine makers, console manufacturers, or game service providers. Unlike Edgegap, it is not part of Nintendo's Switch developer portal, PlayStation's Partner Program, or endorsed by Epic Games through Epic Online Services.
Development
Edgegap, based in the region of Montréal, Canada, promotes its high-quality development and operations. Its product, development, and operations teams employ robust processes, including roadmap strategy, agile methodology, QA, and strict code reviews. Its CI/CD pipeline spans development, staging, and production environments, resulting in a high-quality platform with strong availability. The orchestrator's production is entirely in-house from Edgegap's office in the region of Montreal by a cohesive team.
Edgegap consistently releases updates through sprints, maintaining a cadence of a release every two weeks on average, introducing new features, improvements and bug fixes each time. All listed in its release notes.
Agones' public release history is available on GitHub.
Google donated Agones to the Cloud Native Computing Foundation (CNCF), which accepted it at the Sandbox maturity level on December 21, 2025 (announced publicly in March 2026), transitioning governance from Google to a community-owned model. As of July 2026, the project is actively maintained by a community of contributors, with ongoing maintainer involvement from both Google and Ubisoft.
While it's Health Score is considered "Healthy" per the Linux Foundation it does highlight Contributer Depency is high due to 51%+ of contributions coming from only 2 contributors.
As a community-maintained open-source project, Agones has no commercial release SLA, no dedicated product team with formal support obligations, and no commercially guaranteed roadmap of the kind a managed platform provides. Improvement velocity depends on maintainer availability and community contribution rather than a contractual schedule.
Security & Support
Security
Edgegap advertises its automated protection against hackers with instant DDoS attack protection.
Whenever Edgegap detects abnormal traffic patterns indicative of DDoS attacks in real time, the platform automatically redirects traffic away from the targeted server, disperses the malicious traffic, and even scales up resources if needed.
Agones provides no DDoS protection of any kind.
As an orchestration engine running on whatever infrastructure the studio provisions, Agones itself includes no DDoS protection. Studios are responsible for sourcing and configuring their own protection at the infrastructure level, whether through their cloud provider's native tooling, a third-party service, or custom solutions. Edgegap includes automated DDoS attack protection at no additional cost.
Support
Edgegap's client support is free and includes 24/7 on-call engineers for games with live traffic. It has a client support dashboard.
For free integration support, or ongoing conversations with clients, Edgegap has a public Discord server, or supports clients via Slack or the ability to contact its team via email.
Edgegap also provides SLA on a case-by-case basis.
Agones has no official support team, no SLA, and no commercial support offering of any kind.
As an open-source project, studios running Agones rely on its GitHub issues, a Slack community operating on Slack's free plan (meaning message history visibility may be limited, as of writing), and public documentation for assistance.
There are no on-call engineers, no dedicated support channels, and no guarantee of response time for any issue, critical or otherwise. For a game with live traffic experiencing an infrastructure incident, studios are entirely on their own.
Edgegap provides access to its platform with a free account. This includes a free trial with the essential resources to help game developers get started. No credit card is required.
Edgegap has a clear, transparent pricing for its game server orchestration that is solely based on usage. Namely, $0.00115/min per dedicated vCPU (which is fractionable) and $0.10/GB of monthly network egress as of Q1 2026. Edgegap's pricing is 100% for compute, unlike traditional orchestration which has wasted capacity.
Edgegap allows for vCPU fractioning, down to 1/4 vCPU. For game developers, optimizing their game server to 1/4 vCPU results in a final price of 25% * $0.00115 = $0.0002875/min.
Edgegap does not require a commitment, nor has upfront costs, nor does it require engineering support.
Edgegap offers hybrid orchestration (bare metal + cloud) through its Private Fleets, with two self-serve specifications: the Performance host at $250/month (16 vCPU, 32 GB RAM, 2.0 to 3.7 GHz, 5 TB egress included per host) and the Overdrive host at $290/month (3.7 to 5.1 GHz, 64 GB RAM) for CPU-intensive games. Commitment is limited to one month.
Studios with established usage patterns that are looking to migrate to Edgegap are encouraged to contact us for a custom estimate based on their actual, historical deployment patterns.
For matchmaking, Edgegap has managed cluster tiers with clear "per-hour" pricing. Starting as low as $22 per month.
Agones is free to download and use. However, the absence of a licensing fee is misleading as a measure of cost. As detailed in Edgegap's analysis of Agones' total cost of ownership, the true cost of running Agones in production is substantially higher than it initially appears.
Infrastructure costs
Agones requires studios to provision and pay for their own infrastructure directly. Whether running on AWS, Google Cloud, Azure, or bare metal providers, studios negotiate and contract with each provider independently, without the volume leverage of a platform like Edgegap that aggregates demand across hundreds of studios. Cloud providers and bare metal vendors will typically offer significantly lower rates in exchange for 12-month or longer commitments, meaning studios that cannot commit, or that misjudge their capacity needs, pay full list price.
Additionally, because Agones uses fleet-based orchestration, studios must maintain pre-warmed server pools at all times. This means 20 to 30% of provisioned capacity is wasted (per Edgegap's fleet architecture analysis), with servers sitting idle while still being paid for. Edgegap's just-in-time orchestration, by contrast, is 100% compute-based with zero wasted capacity.
Engineering costs
Running Agones in production likely requires deep Kubernetes expertise. Managing clusters, configuring fleet autoscalers, handling upgrades, maintaining CI/CD pipelines, and responding to infrastructure incidents all require dedicated, skilled personnel. As detailed in Edgegap's Agones cost analysis, this operational burden is likely to require at least one full-time dedicated infrastructure engineer. This is a significant ongoing cost that does not exist with a fully managed platform like Edgegap.
Additional tooling costs
As established throughout this comparison, Agones covers only the orchestration engine. Every additional capability a studio needs must be sourced and paid for separately, including matchmaking, DDoS protection, analytics and monitoring, a container registry, and game backend infrastructure. Each of these represents an additional cost and integration effort that is included by default with Edgegap's platform.
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