Model your load profile and compare Gameye against Edgegap and AWS — egress included on Gameye.
| Provider | Compute | Egress | Total |
|---|---|---|---|
| Gameye5GHz bare metal · egress incl. | — | Included | — |
| Edgegap$0.069/vCPU-hr · $0.0051/GB-hr RAM · $0.10/GB egress | — | — | — |
| AWS c8a.xlargeSelf-managed EC2 (Pragma/Nakama/custom) · AMD EPYC 9R14 @ 4.1 GHz ★ closest match | — | — | — |
Billed per vCPU-hour. Rate depends on container RAM allocation.
avgCcu = peakCcu × avgCcuPct
vCpuHrs/mo = (avgCcu ÷ playersPerContainer) × containerVcpu × 24 × 30
compute = (reservedHrs × $0.027–0.035) + (onDemandHrs × $0.07–0.10)
egress = included
total = compute Billed per vCPU-hour plus a separate per-GB-hour RAM charge. Egress billed at $0.10/GB.
compute = vCpuHrs/mo × $0.069
ram = containerHrs/mo × containerRamGb × $0.0051
egress = egressGb/mo × $0.10
total = compute + ram + egress Instance-based billing. Packing density determines how many containers fit per instance. A 1.3× performance factor is applied — virtualised instances typically need ~30% more vCPUs to match bare metal real-time throughput.
packing = min(floor(4 ÷ containerVcpu), floor(8GB ÷ containerRam))
effectiveRate = $0.17168/hr ÷ (packing × containerVcpu)
adjustedHrs = vCpuHrs/mo × 1.3
egress = first 10 TB at $0.09/GB, beyond at $0.085/GB
total = (adjustedHrs × effectiveRate) + egress Average CCU methodology follows the AWS GameLift calculator convention: average CCU ≈ 30% of peak CCU across a full month, accounting for daily rise and fall in player counts. Adjust the slider to model your specific utilisation profile.
Edgegap bills three line items: about $0.069 per vCPU-hour of compute, roughly $0.0051 per GB-hour of RAM, and $0.10 per GB of egress (bandwidth) on top. There's no flat sticker price — what you pay tracks compute hours, RAM, and data transfer. Because egress is metered separately, the bill grows with your player traffic; at scale, bandwidth alone is commonly 30–50% of the total.
| Cost component | Edgegap | Gameye |
|---|---|---|
| Compute | ~$0.069 / vCPU-hr | $0.07 / vCPU-hr ($0.027 reserved) |
| RAM | ~$0.0051 / GB-hr (billed separately) | Included in the vCPU rate |
| Egress / bandwidth | ~$0.10 / GB | $0 — included |
| Pricing model | Usage-based (compute + RAM + egress) | Per vCPU/hr, egress included |
The headline compute rates are close — the difference is the egress line. On Edgegap, bandwidth is metered at ~$0.10/GB and scales with your success; on Gameye it's zero. Model your own player counts in the calculator above, or see the full Gameye vs Edgegap comparison.
Gameye charges $0.07/vCPU/hr with no egress fees. GameLift charges compute plus per-GB egress (~$0.09/GB), which typically adds 40-60% to the total bill. Use the calculator above to model your specific load.
Everything: compute, bandwidth, DDoS protection, the Admin Panel, log streaming, warm pools, matchmaker integrations, and the full orchestration API. No egress fees, no per-session charges, no bandwidth surcharges.
AWS charges ~$0.09/GB for the first 10TB of data transfer out. For multiplayer games with constant player-server communication, this typically accounts for 40-60% of total infrastructure cost. Gameye includes all data transfer at no extra charge.
On-demand ($0.07/vCPU/hr) is pay-as-you-go with no commitment. Reserved ($0.027/vCPU/hr) is a committed capacity block at a lower rate. Most studios use a mix: reserved for baseline player load, on-demand for peaks and launches.
No. Gameye bills per second of active compute. There are no per-session fees, no minimum session lengths, and no connection charges.