Global Edge Cloud locations
Inventory615+locations
Distinct deployment targets where a game server container can be scheduled on demand.

迁移
/
AWS Gamelift
移除服务器 SDK,重新构建并容器化,然后根据需求部署到 615 个以上的地点。您的游戏逻辑不会改变。
使用 GameLift,您需要在一个提供商的区域中预先配置服务器机队,并按核心付费,无论它们是否满载。Edgegap 的混合编排在无出站流量费用的裸金属私有服务器机队(Private Fleets)上运行您的稳定负载,并根据需求冲账到边缘云,跨越 17 个以上的提供商,因此您既能获得预留容量的价格优势,又能获得按需部署的覆盖范围,且任何单一提供商的停机都不会导致您的整个业务瘫痪。
保持不变的是什么
您的网络代码和传输层
Edgegap 绝不干涉您的传输、序列化或 Tick 循环。容器运行的正是您今天构建的同一服务器二进制文件。
容器化
移除该 SDK 仅意味着重新构建一次,这对于任何已处于生产阶段的游戏来说都是早已准备就绪的。Edgegap 的自动化构建工具可以为 Unity、Unreal 和 Godot 快速推进这一过程。
您的客户端连接流程
您的客户端仍然会接收到一个地址和端口并进行连接。唯一改变的是该地址的来源。
引擎、版本与持续集成
相同的引擎、相同的版本、相同的构建流水线。您的 CI 中除了推送镜像之外,不需要任何新步骤
有哪些变化
Server SDK 现已发布
删除了五个 GameLift 调用:InitSDK、ProcessReady、ActivateGameSession、ProcessEnding 和 Destroy。
一次分配调用即可替换整个车队
如果您向舰队请求了会话,只需向部署端点发送一次 POST 请求,即可在同一响应中收到 FQDN 和端口。
区域不再是购买决策的限制因素
您不再需要逐个区域购买容量。每次部署都会在请求时放置在 615+ 个边缘云位置中最佳的位置。
容量规划不再是您的工作
无需调整备用容量大小,无需微调扩展策略,高峰期之间没有闲置实例。Edge Cloud 完全无需预配置,而 Private Fleets 会随着您流量曲线的变化与我们一起调整至最合适的大小,因此容量管理将不再是您需要操心的问题。
预期时间表
步骤 1
删除服务器 SDK;删除 GameLift 初始化和生命周期调用。
约1小时
步骤 2
移除 SDK 只需要重新构建一次。Unity、Unreal 和 Godot 都有可用的自动构建工具,或者您也可以自己构建镜像。
~30分钟至2小时
步骤 3
Edgegap 的镜像仓库可免费使用,或者您也可以继续使用 ECR、DockerHub、GitLab 等。
~30 分钟
步骤 4
一个 HTTP 请求即可替代舰队部署。
约1天
第 5 步
在全球边缘云(Edge Cloud)上进行部署,还可选择通过专属机群(Private Fleets)免流量费托管来进一步降低成本。
即时部署
详细迁移步骤
如果您正寻求将您的多玩家游戏从 AWS GameLift 迁移到 Edgegap 的游戏服务器托管和编排服务,以下几个简单步骤将让您在短时间内启动并运行。
请务必参考我们的 “从 GameLift 切换到 Edgegap”文档,以获取该流程的最新更新。
在开始之前,我们希望您:
当前正在使用 AWS GameLift
当前在 GameLift 上拥有一个可以正常运行的游戏服务器构建
Edgegap 不需要服务器 SDK 即可进行集成。
切换到 Edgegap 的第一步是删除游戏服务器中初始化 AWS GameLift 的代码。这样可以减少开销并防止出错。您需要删除的代码可能类似于以下内容。
交换分配调用(CreateGameSession → DescribeGameSessions → GetConnectionInfo)。就是这样!
(可选)审查并确定您当前在 AWS Gamelift 中使用的、可能需要替换的服务和功能。
AWS Gamelift - 功能 | Edgegap - 功能 |
|---|---|
服务器构建插件 | 引擎原生、全自动的快速入门插件:Unity / Unreal Engine / Godot。 |
服务器 SDK | 无需服务器 SDK! |
构建配置 | |
游戏客户端身份验证 | 可选添加细粒度的访问控制:对局配對 API 令牌、服务器浏览器客户端/服务器 API 令牌 + 联合身份、自定义 DIY 会话管理(Edgegap API 令牌)。 |
FlexMatch 自托管 | |
SearchGameSessions API | |
大厅 | |
舰队 - 水平扩展 | |
AB 测试、别名、队列 | |
服务器分析 |
如果您在改用 Edgegap 之前就一直在使用类似 AWS GameLift 实例队(fleets)的功能,并希望继续保留,Edgegap 也提供该项可选功能。欢迎通过我们的私有实例队(Private Fleets)(即我们的裸金属、持久性服务器)来探索免流量费的托管服务。
定价
了解 Edgegap 的编排方案相比您目前的 AWS Gamelift 账单如何更具成本效益。
AWS 仅编排云实例。Edgegap 编排云和裸金属,而裸金属意味着无流出量费用的托管。
AWS Gamelift | Edgegap | |
|---|---|---|
编排 | 仅限云编排 | 混合编排(云 + 裸金属) |
位置 |
|
|
无流出量费用托管 | 仅在 Gen6 上可用(价格更贵) | 是的,通过 Private Fleets |
AWS Gamelift | Edgegap | |
|---|---|---|
模式 | 基于舰队的计费 | 按需,按容器部署和计费 |
协同租用 | 否 |
|
AWS Gamelift | Edgegap | |
|---|---|---|
空闲容量 | 计费。 热备舰队在高峰期之间运行并计费。 | 不计费。 在边缘云上零活动部署的成本为 $0。 |
计费粒度 | 按实例小时、按区域,提前购买 | 按 vCPU 分钟,可从 0.25 vCPU 起细分(随数量增加而变小),无合约限制。 |
Edgegap | AWS GameLift | |
|---|---|---|
Orchestration | Traditional, fleet-based pre-provisioned capacity. Scale-to-zero added January 2026, with a cold-start delay when scaling back from zero. | |
Infrastructure | AWS only. Single-provider; no cross-provider rerouting. | |
Regions | 615+ Edge Cloud locations worldwide, 58 Fleet locations globally | 35 GameLift-available locations as of July 2026 (26 regions + 9 Local Zones), each selected and billed separately |
Pricing | $0.00115/min per vCPU (fractionable), $280/month Performance host (16 vCPU, 32 GB, 6 TB egress) / $320/month Overdrive (3.7-5.1 GHz, 64 GB) on a 12-month commitment | Per-region instance pricing, purchased location by location. Network bandwidth is free on generation-6+ instances as of June 2026 (excludes China); other add-ons may apply: Elastic IP, ELB, FlexMatch, CloudWatch, support plans. |
Scalability | 14M CCU with real world testing, 110M sessions LTD, automatic with no pre-provisioning | 100M CCU tested via 83,333 pre-provisioned VMs; real-world peak ~14M CCU per AWS, requiring manual fleet pre-configuration |
Integration | Unity/Unreal plugins only; no netcode samples; Unreal still requires building from Source | |
Support | No developer community or support channel highlighted, even as a paid option | |
Latency | States latency is "critical" but publishes no latency performance data for GameLift | |
Track Records | Long-running AWS service; current case studies include Apex Legends and others (roster refreshed periodically, as of August 2026) |
每个 GameLift 数据均引自所示日期的 AWS 文档或公告。完整来源列表。

客户
共有 15 个从其他平台迁移到 Edgegap 的工作室案例研究可供参考。

迁移现场运维多人游戏到Edgegap以解决DevOps工作负载
发现为什么#1 VR提取射手游戏是由Edgegap的游戏服务器托管和 orchestration提供支持的。
Case Study

能够即时扩展并改善最终用户体验的持久服务器
了解《岛屿》如何通过Edgegap的全球持续服务器部署提升玩家体验。
Case Study

借助 Edgegap 的游戏服务器编排,几天内迁移了一款轻松治愈的 MMO
Qloud Games 如何在不到 24 小时内将 Loftia 的游戏服务器托管迁移到 Edgegap,并成功举办了一场拥有数千名同时在线玩家的完美封闭测试
Case Study

大规模VR战争:Triangle Factory在Edgegap上发布Forefront 1.0
Triangle Factory 如何将其雄心勃勃的 VR 射击游戏迁移到 Edgegap,并充满信心发布了完整的 1.0 版本。
Case Study

从点对点到公平对决:《Bloody Bastards》启用专属服务器
了解 Tibith Ltd 如何将拥有 4000 万次下载的热门手游《Bloody Bastards》从 P2P 迁移至 Edgegap 的专用服务器和匹配系统,从而确保每场比赛都由服务器端进行权威判定。
Case Study

Noodlecake 如何实现多玩家游戏并让人忘却服务器的存在
Noodlecake 如何将 《Super Flappy Golf》 迁移至 Edgegap 的自动编排系统,并重新专注于游戏开发。
Case Study

竞争激烈的VR游戏需要与之匹配的基础设施:Breachers 迁移至 Edgegap
了解 Triangle Factory 如何将其竞争激烈的 5v5 VR 射击游戏引入专为该类型游戏所需精度而构建的基础设施。
Case Study

使用 Edgegap 的 Fleet 实现完全自动化的服务器管理流程
了解蓝鸭工作室如何使用Edgegap的Fleets API来协调其足球游戏的服务器。
Case Study

Edgegap 上的 1047 Games:平稳的迁移与发布
了解 1047 Games 如何将《Splitgate: Arena Reloaded》迁移到 Edgegap,并在其编排服务上发布 Empulse,同时在整个过程中保持托管服务的稳定可靠。
Case Study

从自制编排到一夜之间达到五万名玩家
Slipstream Games 如何将服务器成本降低 50%,将其延迟从 200-250 毫秒减少到 100-110 毫秒,并在 CrazyGames 上发布,24 小时内达到了 50,000 名玩家。
Case Study

从车队到按需:为一款独立滑板车游戏提供专用服务器
iScoot 如何从基于整批服务器的托管迁移到按需、基于实例的编排,从而将专用服务器缩小到原来的 1/10,并构建出适合独立游戏的成本模型。
Case Study

按需、按预算:Triangle Factory 将 Hyper Dash 引入 Edgegap
一款免费 VR 射击游戏如何利用随玩家规模缩放的按需基础设施,保持快速运行、全球覆盖和高成本效益。
Case Study
了解 Edgegap 自动化游戏服务器编排如何带来无缝的多人游戏体验。
研究方法
每个指标都说明了测量的内容、时间窗口以及排除的内容。基准测试结果的日期可追溯到产生这些结果的测试,并且不会重述为当前数据。
Where servers can run, and how many we have run.
615+locations
Distinct deployment targets where a game server container can be scheduled on demand.
58locations
Locations where a studio can reserve dedicated bare-metal or VM hosts for its exclusive use.
135million deployments
Total game server deployments orchestrated since February 2019, including deployments that failed to start — the same basis our competitors use.
How fast a server arrives, and what the platform sustains under test.
2seconds · median
From cold start — provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.
40per second
Started deployments per second, averaged over a continuous 60-minute benchmark.
14million concurrent
Concurrent sessions reached on real game server containers, at 100 players per server.
What we commit to contractually, and what the monitors record.
99.99%SLA commitment
Committed under our terms of service. Trailing 90-day measured uptime: 100.000%.
17+providers
Infrastructure providers under contract and available for production deployments. Failover is automatic.
Live component status is published at status.edgegap.com.
One entry per metric: what is measured, how, and over what window.
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.
The subset of the 615+ where a studio can reserve dedicated bare-metal or VM hosts for its exclusive use rather than deploying into shared on-demand capacity. Published live on the Fleet Manager page. This is also the number that carries the included-egress allowance.
Counted as total deployment records since February 2019, including deployments that failed to start — the same basis our competitors use.
From cold start — provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.
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.
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.
Availability is committed at 99.99% under our terms of service and measured continuously against five independently monitored components — Container Registry, Dashboard, Public API, Public Documentation and Website. Trailing 90-day measured uptime: 100.000%. The live figure is published on status.edgegap.com.
Distinct infrastructure suppliers under contract and available for production deployments, counted at corporate-entity level. Failover between providers is automatic.
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 review
Edgegap 是托管和编排方面的专家。我们的平台专为帮助您加速开发流程而构建,让您可以专注于自己擅长的事情——开发。