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Edgegap Platform Data

Every number Edgegap publishes, with the method behind it. Each metric states what is measured, over what window, and what is excluded, and carries a citation you can quote directly.

Last updated · reviewed quarterly

Orchestration Platform Scale

Where servers can run, and how many we have run.

Inventory

Global Edge Cloud locations

615+locations

Distinct deployment targets where a game server container can be scheduled on demand.

Platform inventory
How we measure this
Live

Private Fleet locations

58locations

Locations where a studio can reserve Private Fleet hosts for its exclusive use.

Published live
How we measure this
Cumulative

Game server deployments to date

135million deployments

Total game server deployments orchestrated since February 2019, including deployments that failed to start, the same basis our competitors use.

Since February 2019
How we measure this

Performance Under Load

How fast our orchestration delivers a server, and what it sustains under test.

Rolling 30d

Server deployment time

2seconds · median

From cold start: provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.

Rolling 30-day window
How we measure this
Benchmark

Sustained deployment rate for each game

40per second

Started deployments per second, averaged over a continuous 60-minute benchmark. The standard rate for each game from confirmed studios with live traffic; higher rates are available on request.

November 2023 benchmark
How we measure this
Benchmark

Concurrent capacity for each game

14million concurrent

Concurrent sessions reached on real game server containers, at 100 players per server.

November 2023 benchmark
How we measure this

Reliability

What we commit to contractually for our orchestration, and what the monitors record.

Committed

Availability

99.99%SLA commitment

Committed under our SLA. Trailing 90-day measured uptime: 99.999%.

Trailing 90 days
How we measure this
Inventory

Provider redundancy

17+providers

Cloud and bare-metal providers under contract and carrying production traffic. Failover is automatic.

Platform inventory
How we measure this

Live component status is published at status.edgegap.com.

What It Costs

Reserved Private Fleet capacity carries the optimal cost-effective load of deployments; Edge Cloud absorbs overflow on demand. Most studios run both.

What it costs in practice

Two example games, priced with our public calculator using the inputs below. These are estimates, and your costs depend on your own game.

Modelled

Shooter, 5,000 peak CCU

$4,300per month

$0.86 per peak CCU

~62% below AWS GameLift (Gen6), which models at $11,417 per month, or $2.28 per peak CCU, against its list pricing as of September 2026.

Peak CCU
5,000
Low-tide CCU
614
Players per match
8
vCPU per instance
1
Egress per player
7 KB/s
Bare-metal ratio
55%
Private Fleet commitment term
12 months

Calculator run of

Modelled

TCG, 10,000 peak CCU

$6,777per month

$0.68 per peak CCU

~64% below AWS GameLift (Gen6), which models at $19,098 per month, or $1.91 per peak CCU, against its list pricing as of September 2026.

Peak CCU
10,000
Low-tide CCU
1,535
Players per match
2
vCPU per instance
0.125
Egress per player
1 KB/s
Bare-metal ratio
55%
Private Fleet commitment term
12 months

Calculator run of

Your bill varies per rate and usage, which can vary per game type, player count and more.

Model your usage with our estimate calculator

Pricing Calculator

For a custom quote, email sales@edgegap.com with your CCU profile, session length and regions.

Customer Results

Outcomes measured on customer traffic, and the studios behind them.

Latency reduction

Replays of two studios’ live traffic measured average round-trip time reductions of 46.5% and 58% when relays were placed at the edge instead of in the public cloud.

Session fill rate

Average session fill rate of 91% across one studio's matchmaking traffic in Q2 2025. Fill rate is the share of a game server's player capacity occupied by active players, averaged over a session's full lifespan, and varies by game and matchmaker configuration. This figure describes one title, not a platform average.

Published case studies

Edgegap publishes 44 customer case studies with named studios and outcomes.

All 44 published studies are on the case studies index.

How We Measure

One entry per metric: what is measured, how, and over what window.

Global Edge Cloud locations

A location is a distinct deployment target: one datacenter site at one of our infrastructure providers, in which a game server container can be scheduled on demand. Sites are counted once each regardless of how many providers operate in the same metro, and count only while accepting deployments.

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Private Fleet locations

Counted separately from the 615+ Edge Cloud locations, which are on-demand cloud capacity: a Private Fleet location is a site where a studio reserves hosts for its exclusive use. Published live on the Fleet Manager page. Each Private Fleet host includes 6 TB of egress per month.

Back to the metric ↑
Game server deployments to date

Counted as total deployment records since February 2019, including deployments that failed to start, the same basis our competitors use.

Back to the metric ↑
Server deployment time

From cold start: provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.

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Sustained deployment rate for each game

The orchestrator started real game server containers continuously for 60 minutes, averaging 40 started deployments per second over the full hour, counted at deployment start rather than at ready state. Measured across 550+ locations and 17 providers in November 2023. The benchmark ran for a single game. Capacity is allocated per game, so every game on the platform can scale to this level independently and at the same time. 40 per second is the standard rate. Studios that need more can plan a higher rate with us: in an October 2026 client load test, deployments peaked at 70 per second, with 85 in a single second, through the same production API and scheduler every customer uses, with no measurable impact on other customers. How we ran the test.

Back to the metric ↑
Concurrent capacity for each game

In November 2023, the platform sustained 40 game server deployments per second for 60 minutes across 550+ locations and 17 providers, reaching 14 million concurrent sessions at 100 players per server. Game servers were real containers; player clients were simulated. The benchmark ran for a single game. Capacity is allocated per game, so every game on the platform can scale to this level independently and at the same time.

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Availability

Availability is committed at 99.99% under our SLA and measured continuously against five independently monitored components: Container Registry, Dashboard, Public API, Public Documentation and Website. Trailing 90-day measured uptime: 99.999%. The live figure is published on status.edgegap.com.

Back to the metric ↑
Provider redundancy

Distinct suppliers under contract and carrying production traffic, counted at corporate-entity level. Failover across providers is automatic; it is the premise of the multi-cloud architecture.

Back to the metric ↑

Citing This Data

Quote any of these directly. Each links back to the metric and its method.

All citations

Global Edge Cloud locations

Edgegap deploys game servers on demand across 615+ Edge Cloud locations worldwide, as of 18 September 2026. (source)

Private Fleet locations

Edgegap offers Private Fleets in 58 locations worldwide. (source)

Game server deployments to date

Edgegap has orchestrated 135 million game server deployments since February 2019. (source)

Server deployment time

Edgegap deploys a complete game server from cold start in a median of 2 seconds, provisioned from scratch rather than allocated onto an already-running server. (source)

Sustained deployment rate for each game

Edgegap sustained 40 game server deployments per second for a single game for 60 minutes across 550+ locations in its November 2023 benchmark; every game on the platform can run at this rate at the same time. Higher rates are available on request: in an October 2026 client load test, deployments peaked at 70 per second with no measurable impact on other customers. (source)

Concurrent capacity for each game

Edgegap reached 14 million concurrent sessions for a single game on real game server containers in a 60-minute benchmark in November 2023; every game on the platform can scale to this level at the same time. (source)

Availability

Edgegap commits to 99.99% availability under its SLA and recorded 99.999% measured uptime across five monitored components, including the Public API and Dashboard, both part of our orchestration layer, over the 90 days to 21 October 2026. (source)

Provider redundancy

Edgegap orchestrates across 17+ cloud and bare-metal providers. If one has an outage, new sessions deploy automatically on the others, so it never stops a studio from launching new matches. (source)

Latency reduction

Replays of two studios’ live traffic measured average round-trip time reductions of 46.5% and 58% when relays were placed at the edge instead of in the public cloud. (source)

Session fill rate

One studio running on Edgegap's matchmaker averaged a 91% session fill rate in Q2 2025. (source)

Published case studies

Edgegap publishes 44 customer case studies with named studios and outcomes. (source)

Shooter, 5,000 peak CCU

A shooter at 5,000 peak CCU models at $4,300 per month on Edgegap ($0.86 per peak CCU), about 62% below AWS GameLift (Gen6) on the same profile. Modelled with Edgegap's public pricing calculator. (source)

TCG, 10,000 peak CCU

A trading card game at 10,000 peak CCU models at $6,777 per month on Edgegap ($0.68 per peak CCU), about 64% below AWS GameLift (Gen6) on the same profile. Modelled with Edgegap's public pricing calculator. (source)

How We Keep This Current

What gets reviewed, on what cadence, and what carries its own date.

Platform figures on this page are reviewed and refreshed quarterly. Metrics drawn from live sources (availability and game server deployments) carry their own as-of dates and are updated as measured. Benchmark results are dated to the test that produced them and are not restated as current figures.

Last updated
Next reviewor earlier