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Gaming & real-time

The edge your players never have to think about

Patch day, launch day and a Saturday-night raid all hit different parts of the stack. NimbusCDN handles the enormous static download and the twitchy UDP session on one network — so your live-ops team stops choosing which one to protect.

98.6%
Origin offload on patch day
2.9 M
Concurrent downloaders served
31 ms
Median player RTT to edge
4.1 Tbps
Largest attack absorbed
Patch day

A launch is a DDoS you scheduled yourself

Ten million clients ask for the same 40 GB within two hours of your announcement. Without tiered caching, every cache miss in every PoP becomes an origin fetch — your egress bill spikes and your build servers fall over at the same time.

NimbusCDN collapses that fan-in through regional shields: edge PoPs fetch from a shield, shields fetch from origin, and a single object is pulled from you a handful of times worldwide — not a few hundred thousand.

Pre-warm on your schedule. POST /v1/prewarm pushes the build to every PoP before the store page goes live.
Range-aware everything. Chunked and resumable downloads hit cache on every byte range, not just the first.
Staged rollouts. Release by region, cohort or percentage using edge logic — no second CDN property.
Origin requests during a 40 GB release
Flat CDN, no shielding~284,000
Tiered caching~3,900
Tiered caching + pre-warm312

Modelled on a 312-PoP topology with 18 regional shields. Illustrative figures for this design.

Capabilities

Everything a live game needs from a network

Tiered caching & pre-warm

Regional shields plus scheduled pre-population. Push a build to all 312 PoPs hours before you announce it.

Anycast UDP transport

Matchmaking, lobby, voice and state sync ride the same backbone your assets do, with BGP anycast entry at the nearest PoP.

Token auth & signed URLs

Short-lived, per-entitlement tokens verified at the edge. Leaked links expire before they reach a forum post.

Always-on DDoS for game servers

L3/L4 and L7 filtering that understands UDP game traffic, so a reflection attack does not take your session servers with it.

Regional build routing

Serve a different binary per region, platform or test cohort from a single hostname using edge logic.

Real-time telemetry

Per-request logs within a second — spot a bad PoP or a broken CDN-level rollout while the release is still running.

Real-time transport

Downloads are throughput. Gameplay is jitter.

They are different problems and they deserve different tuning. Here is what each traffic class gets by default.

Traffic classTransportOptimised forDefault behaviour
Client patches & assetsHTTP/3 (QUIC), HTTP/2Sustained throughputTiered cache, 30-day TTL, range-aware, Zstd
Matchmaking & lobby APIHTTP/3, TLS 1.3 0-RTTTail latencyNo cache, edge keep-alive to origin, WAF on
Game session / state syncAnycast UDPJitter & packet lossNearest-PoP ingress, L3/L4 scrubbing, no inspection
Voice chatAnycast UDPConsistent RTTPriority queueing, regional pinning
Telemetry & crash dumpsHTTP/2Origin costEdge batching, compression, rate limits per client
Blocked at the edge · trailing 30 days
41 M
unauthenticated asset pulls
6.2 M
credential-stuffing attempts
890 K
scripted account creations
0
origin-side impact
Abuse & economy

Protect the game economy, not just the pipe

Most damage to a live game is not a volumetric attack. It is a scripted client farming accounts, a scraper pricing your marketplace, and a leaked CDN URL serving your unreleased build to a datamining channel at your expense.

Behavioural bot scoring on login, store and marketplace routes
Per-account and per-ASN rate limits enforced at the edge
Unreleased builds gated by entitlement token, not by obscure URL
Attack traffic never billed as egress, on any plan

Bring us your next patch window

We will model your release against your current origin offload and show you the delta before you move a single byte of production traffic.