Edgegap vs AWS Gamelift

Edgegap vs AWS Gamelift

Edgegap vs AWS Gamelift

Edgegap vs AWS Gamelift

Edgegap and AWS Gamelift both offer dedicated game server hosting orchestration.

What sets them apart?

Comparison - Insights Summary

Comparison - Insights Summary

Comparison - Insights Summary

Edgegap

  • Edgegap offers a modern, highly optimized, multicloud game server orchestration on the world’s largest edge network, which enables multiplayer game developers to:

  • 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.

  • Edgegap also offers an easy-to-integrate, fully managed matchmaking system, and the option to use hybrid orchestration which optimizes bare metal and cloud usage to further minimize costs for game studios.

  • 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.; often endorsed by the original creators themselves), for an even easier integration process.

  • Edgegap is constantly updated, with releases every two weeks on average including new features, platform improvements and bug fixes.

AWS Gamelift

  • AWS Gamelift position itself for multiplayer game server hosting and game stream.

  • Specifically for multiplayer games, AWS Gamelift is a traditional, managed, service using fleet-based orchestration providing dedicated game server hosting and scaling capabilities.

  • Gamelift is limited to AWS infrastructure within the AWS Regions (called “Availability Zones” and referred to as “AZ”) and Local Zones (“LZ”), which requires game developers to individually select, and pay, for every location. AWS currently lists on its Gamelift server page the availability of 26 regions (i.e., Availability Zones) and an additional 9 Local Zones for a total of 25 locations worldwide. Well short of AWS’s current 41 Availability Zones and its additional 67 Local Zones for a total of 108 locations worldwide as of September 2025. Again, developers have to pay for the entire server, even if they only have a single container running, driving the price higher if run idle.

  • With AWS Gamelift's fleet-based orchestration, developers have to pay for the entire server, even if they only have a single container running, driving the price higher if run idle. On the top of that, pricing varies between regions making any forecast challenging.

  • AWS Gamelift integration process, while complex, remains well documented for both Unity and Unreal.

  • AWS Gamelift advertises 99.99% uptime and includes DDoS protection for free.

  • AWS Gamelift does not highlight any integration support communities, channels or developers support as of writing (September 2025).

Comparison - Deep Dive

Comparison - Deep Dive

Comparison - Deep Dive

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, 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 if developers prefer, 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.

AWS GameLift's initial setup is complex with multiple steps. It requires integrating game developers add Gamelift’s SDK and API into their multiplayer game. Then, manually set the AWS Management Console to set up and manage server instances, fleets, and scaling policies.

In detail, it requires users to create an AWS account,  and set administrative access, user permission, set programmatic access for users, and the game itself. Then, to integrate and build your 64-bit game servers with the server SDK for Amazon GameLift Servers. For this step, AWS offers the Gamelift Server SDK on GitHub. Then as to deploy the game server to its registry, it requires game developers to build their game server wrapper, prepare the game server folder, configure the wrapper for its fleet (regardless if game devs are ready to select regions or total number of servers), upload the game build to AWS registry, and finally to follow the multiple steps to create a managed EC2 fleets. To deploy game servers, developers must test how to create and connect to a game session, manage and monitor their fleet, manually set up fleet capacity as to scale game servers.

While some of the building the game wrapper have, in 2025, been solved by adding the option to containerize the game server, AWS Gamelift still requires to manually set the fleet and scaling policy.

AWS provides a plugin for Unity alongside Unreal. AWS GameLift does not provide additional integrations for netcode or game services, or samples, in its documentation.

AWS Gamelift’s onboarding guide to Unreal states Gamelift still requires building Unreal Engine for Source, a process known for taking hours (where even community guides are available to provide tips on making it a shorter process) and is known to often fail during the process.

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.

  • 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 & 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.

  • Fleet Manager ("Private Fleet"): Edgegap's fleet-based orchestration for games with persistent servers such as MMOs, social, survival, etc. Providing developers with a cost-effective, fully-managed solution to manage persistent instances.

AWS Gamelift offers monitoring through its “Amazon GameLift Cloud Watch” solution.

Beyond its core Gamelift managed hosting solution, AWS offers matchmaking through its “FlexMatch” solutions, whose costs come in addition to game server hosting.

Evidently, AWS solutions functions within AWS ecosystems of products, such as AWS Shield, and Elastic Container service.

AWS GameLift game servers use public IPv4 addresses and charges them to game developers. Starting February 1, 2024, AWS introduced a charge of $0.005 per public IPv4 address per hour, regardless of whether the IP is actively in-use by a resource or allocated but idle in your account. This is free with Edgegap

Performance (Distribution, Latency Reduction, Scalability & Resilience)

Distribution

Edgegap’s modern, regionless orchestration platform is built from the ground up to provide a multi-tenant environment. Each studio can manage multiple productions within a single, geographically distributed, and highly available environment.

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 writing, 615 locations worldwide across 17+ cloud and bare metal providers who are all available to deploy game servers on-demand. 

Edgegap's platform instantly distributes multiplayer games worldwide without the need for selecting regions like in traditional orchestration platforms.

AWS itself highlights that “reach [is] critical for the best player experience”, which it use to highlights “AWS infrastructure in 26 Regions and 9 Local Zones across 5 continents” on its Gamelift page as of September 2025.

What it doesn’t mention, is that all every of these locations must be purchased individually. This is a traditional “per-region” pricing. Thus, a global distribution is possible but comes at the price of every location that has to be paid.  This is in stark contrast to Edgegap’s regionless approach, where game developers have access to all 615+ locations worldwide, on-demand.

Latency

Edgegap’s platform, using its patented decision-making algorithm and the world’s largest edge network, to deploy game servers closest to users. Which enables game developers to deliver:

Critically, this ensures a “95% improvement of players' experience” worldwide, which helps game developers ensure a  certain consistent end user experience including traditionally challenging markets such as Oceania and Asia which doesn’t always justify hosting in these markets with traditional orchestration given certain countries’ lower average revenue per user or small  population size.  

Additionally, it helps game developers avoid static, region-locked matchmaking which helps increase match quality for players.

AWS states that “latency [is] critical for the best player experience” for multiplayer games. AWS provides no further details on its performance to reduce latency.

When it comes to latency, the total number of locations is most impactful component.As stated in this article, Edgegap’s collaboration with a AAA publisher showed that, despite having the AAA studio’s large number of locations (more than what even most studios would be able to afford), by using traffic from 600,000 transactions and comparing the results with a AAA studio’s current architecture, only Edgegap demonstrated an average latency reduction from 116 milliseconds to a drastic 48 millisecond.

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”) of players worldwide. Thanks to its patented decision-making and rapid-scaling technology. Stacking two of such instances on Edgegap’s platforms allow game developers to manage as much traffic as Fortnite had during their peak launch (100 req. per seconds).

This allows game developers using Edgegap’s orchestration to scale and ensure to succeed the biggest scaling challenge of orchestrators; namely meeting player’s demand over a short period of time such as a midnight launch, a game’s addition to a subscription service, or a “streaming sensation” overnight popularity.

AWS Gamelift promotes its capacity to “100 million concurrent users (CCU) for a single game” which it highlights how it was achieved in this February 2025 test. No one doubts AWS capacity to theoretically scale a single instance across “83,333 VMs” across its infrastructure. However, it means that developers would have to preset such a fleet capacity, and pay for every region individually, in advance, of such a scenario.

As AWS itself states, realistically that “the most popular games in the world today top out around 14 million CCU” per “Unofficial tracking data indicates.” This means that Edgegap’s 14M CCU performance benchmark is exactly the realistic scenario, and that AWS Gamelift’s 100M CCU target is a “goal metric” by their own admission. Edgegap provides this performance on a regionless network – scaling the game server worldwide automatically; meaning without having to manually managing fleets’ capacity, nor pre-purchase locations when such a spike of traffic occurs.

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.

AWS Gamelift promotes 99.99% availability, and has its years-long status page of AWS to prove the infrastructure’s claim.

Platforms & Adoption

Edgegap’s dedicated game server and various integration 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 currently manages live games from AAA titles to indie projects alike. Current AAA games running on Edgegap includes (as of 2026.01) AAA multiplayer experiences such as the PAYDAY franchise, 7 Days to Die franchise, VR powerhouse Ghost of Tabor, massively popular The Isle, games by KRAFTON, Halfbrick Studios, Sinn Studios, AONIC and MegaBits Publishing alongside challengers such as top-10 CrazyGames multiplayer "Drift.io" by Slipstream Games and #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 2025.09), and managed millions of players and hundreds of thousands of game server.

AWS Gamelift orchestration solution is, like many AWS solutions, a pioneering microservice offered by AWS. It supports “all major platforms and devices, including PC, PlayStation, Xbox, Nintendo, mobile, web, and AR/VR headsets”.

In terms of games, it promotes case studies with APEX Legends, Boss Fight Entertainment’s Squid Game: Unleashed. It also highlights on its Gamelift page three case studies, including Behavior’s Dead by Daylight, Warhammer 40K and MARVEL SNAP whose case study are no logner available as of writing (September 2025).

Development

Edgegap, based in the region of Montréal, Canada, promotes its high-quality development and operations. Namely its product, development, and operations teams employ robust processes, including roadmap strategy, agile methodology, QA, and strict code reviews. It’s CI/CD pipeline spans development, staging, and production environments, resulting in a high-quality platform strong availability. The orchestrator's production is entirely in-house from Edgegap’s office in the region of Montréal by a strong and 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.

AWS does not share insights on the development of its Gamelift solution.

AWS release notes are tracked here, and has a 1 to 2 months cadence as of writing.

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, disperse the malicious traffic, and even scale up resources if needed.

Amazon touts that its GameLift solution is “designed to safeguard your game servers from network and transport layer distributed denial of service (DDoS) attacks” through its AWS Shield system. AWS states AWS Shield comes at no additional charge.

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 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.

AWS Gamelift promotes no support channels, support communities or ability to discuss with developers (even as a paid add-on) across its website and documentation.

Price

Price

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. It doesn’t require a credit card.

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 2025. Edgegap’s pricing is 100% for compute unlike traditional orchestration which has wasted capacity.

Edgegap allows for vCPU fractioning, down to ¼ vCPU. This means for game developers they can optimize their game server to, for example, 1/4 vCPU that means 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), which is available only via clients request as 2025 due to required information necessary to propose a final pricing.

For matchmaking, Edgegap has managed cluster tiers with clear “per-hour” pricing. Starting as low as $22 per month.

AWS GameLift uses a pay-as-you-go pricing model based on usage and AWS resources, using its fleet-based orchestration architecture. It offers global access within the AWS infrastructure and charges for server capacity and running time. AWS GameLift offers a limited free tier for new customers to try the service. It also offers the ability to commit to generate a discount.

A fleet-based, traditional orchestration means game developers can expect 20-30% of Gamelift-like orchestration to be wasted

In terms of cloud compute usage, AWS’s pricing is per region and broken down by instance type i.e. “EC2 on-demand pricing”). Meaning, every location must be purchased from a long list of options, and then once the desired hardware is selected (e.g., c7i.large), that price changes according to the different locations (e.g., $0.03384 /hour for us-east-1 vs. $0.0408 for ap-northeast-3). Creating a multiplier effect for games with players worldwide.

Additionally, AWS charges for egress, or "Data Transfer Out," typical rates starting around $0.09 per GB after the first 100 GB of free monthly data. Egress is usually around 25-35% of overall costs, in addition to cloud compute above.  

Be aware AWS is well known for charging for additional products. EC2 (hosting), egress and Gamelift listed above accounts for only part of the overall costs of AWS. In detail:

  • Public Address / Elastic IP: AWS GameLift game servers use public IPv4 addresses and charges them to game developers. Starting February 1, 2024, AWS introduced a charge of $0.005 per public IPv4 address per hour, regardless of whether the IP is actively in-use by a resource or allocated but idle in your account. This is free with Edgegap.

  • Load Balancing: Load balancing is the process of distributing incoming network traffic across multiple servers to improve application performance, reliability, and availability. In AWS, this service is called Elastic Load Balancing (ELB), and users are charged for the hourly rate of the load balancer itself, plus a usage-based component measured in Capacity Units (LCUs, NLCUs, or GLCUs) depending on the specific type of load balancer used. This is included with Edgegap.

  • Flexmatch: AWS’s matchmaking. Which includes a pricing model based on traffic, whereas Edgegap’s matchmaking starts at USD $22/month flat fee.

With AWS, you may also have to use DynamoDB, CloudWatch logs & metrics, Kafka, and have to pay for a support plan. Most of which is included by default in your Edgegap account, including support.

Migrating from

Migrating from

AWS Gamelift

AWS Gamelift

to Edgegap

to Edgegap

If you are looking to migrate your multiplayer game from AWS Gamelift to Edgegap’s game server hosting & orchestration, the following simple steps will get you running in no time.

Make sure to refer to our “Switching from Gamelift to Edgegap” documentation for the latest updates to this process.

Before getting started, we expect that:

  • You currently use AWS Gamelift

  • You currently have a working game server build on Gamelift

Step 1: Remove AWS Gamelift SDK

The first step to switch to Edgegap is to remove the code that initializes AWS Gamelift within your game server. This is to reduce overhead and prevent errors. The code you are looking to remove probably looks like the the following (see links).

Step 2: Containerize your game server

The second step towards switching to Edgegap is to containerize your game server. You can follow the following guides for each engine, which takes around 5-20 minutes for projects in development.

Step 3 : Identify & Replace features

Review and identify services and features you currently use in AWS Gamelift, to be replaced with:

AWS Gamelift - Feature

Edgegap - Feature

Authentication

Optionally, add fine-grained access controls:

Hosting SDK (Unity, Unreal Engine)

No SDK required! ServerConfig replaced by Apps and Versions.

Create a Build

Try our quickstart tools - Unity / Unreal Engine.

Build Configuration

Fully Automated. Optionally expose additional ports or variables.

Fleet

Private Fleets with Persistence and Cloud Overflow. Optionally add later on, or default to Match-Bound cloud.

Lobby

Group Up for Matchmaking or Reserve Seat in Server Browser.

Matchmaking

No-code matchmaker, test for free, integrate with lightweight SDKs.

A/B testing

Configurable Profiles (Queues) and ⏩ Rolling Updates.

Server Analytics

Deployment Analytics and Matchmaking Analytics.

Step 4 : (Optional) Setting up Fleets

Edgegap also offers an optional feature similar to AWS Gamelift’s fleets, if that is something from before you switched to Edgegap that you would like to keep using. Discover our Fleet Manager for persistent servers.

Head-to-Head Comparison


Edgegap

AWS GameLift

Focus

World's largest multi-cloud edge network, 615+ locations, optimized latency.

Traditional fleet-based hosting within the AWS ecosystem.

Hosting

Regionless deployments nearest to players, single universal price.

AWS Availability/Local Zones — each location must be selected and paid individually and separately.

Regions

615+ locations on-demand at no extra cost.

35 GameLift-available locations (far fewer than AWS's own 108+), each billed separately.

Pricing Model

$0.00115/min per vCPU, 100% compute efficiency, no contracts.

Fleet charges for the full server even with one container running; 20–30% wasted capacity. Hidden costs: Elastic IP, ELB, FlexMatch, CloudWatch, support plans.

Engine Support

Native Unity/Unreal plugins, netcode samples, endorsed by Epic.

Unity/Unreal plugins only; no netcode samples; Unreal still requires building from Source.

Scalability

40 deployments/sec sustained 60 min, 14M CCU — automatic, no pre-provisioning.

100M CCU tested with 83,333 pre-provisioned VMs. Real-world peak ~14M CCU per AWS's own data, requiring manual fleet pre-configuration.

Documentation & Support

24/7 support, Discord, Slack, free dashboard — all included.

Well-documented but no developer community, no support channel even as a paid option.

Ease of Integration

One-click plugins, no fleet setup, video tutorials.

Multi-step: IAM config, SDK, wrapper build, fleet creation, scaling policies — all manual.

Network

58% average latency reduction vs. public cloud, benchmarked with real-world data.

States latency is "critical" but provides zero latency performance data for GameLift.

Infrastructure

17+ providers, automated DDoS protection, auto-rerouting, 99.99% uptime.

AWS Shield DDoS (free), 99.99% SLA, but single-provider — no cross-provider rerouting.

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