Edgegap host game servers where your players are. By simply providing your player’s IP address for a given match, Arbitrium (Edgegap’s decision-making platform) will measure the best location out of thousands in real-time. Once selected, a game server will be spawn from the best location, and players will enjoy their game with much lower lag and higher fairness.
The integration is done from your matchmaker to Arbitrium using a Restful API. After sending the player's IP for a match through this API, Arbitrium will measure the telemetry from within each location it has access to. This telemetry is used among multiple other elements to decide which location is the best for this specific match at this point. Arbitrium will then deploy a game server on this specific location and reply to the matchmaker with the game client's information to connect to the server (i.e. IP, ports, etc.). More information can be found in the call-flow section of this documentation.
Through an optional plugin (added to your game server), Arbitrium can also track each player’s experience in real-time from a network perspective. Edgegap does not need anything to be included in the game client. This solution supports PC, Mobile, Xbox and PlayStation platforms.
Edgegap’s solution is made of different elements that play different roles based on the game studio's use case and desired flow.
This is the core of the platform. That’s where your API request will be processed.
This web-based user interface allows you to provision your game servers, control the requirements, and manage different versions of your games, among a few other things. You can track in real-time ongoing matches and view matches history.
Arbitrium stores telemetry data before and during matches to track lag and make sure it provides the best possible player experience. It doesn't store the player’s specific information, data is anonymized, and the important section is the network status to keep improving the end-users experience.
ASA is an agent allowing Arbitrium to track in real-time each player’s network telemetry. If lag, jitter or packet drop is seen, ASA will know about it.