Edge compute
Edge computing enhances the gaming experience by running games closer to users and devices. It includes physical and virtual machines to meet the needs for combat and component servers, offering solutions with low latency, high performance, and low cost.
Our Advantage

Ultra-low Latency
By integrating multiple high-quality suppliers, edge computing resources cover every region around the world, including Southeast Asia, the Middle East, North Africa, South America, and Central Asia, especially areas not covered by public cloud, providing ultra-low latency for gaming services.

Outstanding Performance
Edge computing supports Intel and AMD chips, and the performance of physical machines of the same specifications is better than that of virtual machines on public cloud, providing exclusive computing resources for gaming services.

Flexible Billing
Edge computing supports monthly billing, and the business can adjust resources according to its actual development.
Product Feature Preview
24/7 Local Operation
Having local operation and maintenance resources in various regions around the world allows for prompt handling of faults.
There are standard monitoring metrics for edge computing resources, with 24-hour monitoring to ensure safe operation.


99.9% SLA
Edge computing's physical and virtual machines both achieve a high availability of 99.9%.
When SLA violations occur, penalties are imposed based on the severity and corresponding penalties stipulated.
Flexible Billing
Edge computing offers flexible billing models, ranging from annual billing to monthly billing. In some regions, the billing model can be accurately adjusted to hourly billing.
Edge computing offers free usage during the testing phase, ensuring that businesses have ample time for relevant testing before placing orders.


Ultra-low Latency
Edge computing, compared to public cloud, can be deployed in regions closer to players, significantly reducing the latency for players to access game servers.
By connecting to multiple local ISPs, the local network is optimized, reducing latency.
Customer Story

Indonesia's geography causes varying network latency, with over 100ms delay in the eastern regions when using Singaporean cloud services. After research, a customized IP sample was provided. Following testing, an Indonesian bare-metal plus edge network solution was adopted to enhance player experience.
Case Detail
Through five rounds of network speed testing, the coverage quality of the three major cloud services in North America, Western Europe, and Eastern Europe is compared, while also analyzing the performance and cost of each model. Based on this, an optimal deployment plan that balances quality and cost is proposed to meet business requirements.
Case Detail
A shooting competitive FPS game, which adopts the global hall+battle suit architecture, has high requirements for network quality, and the client to server delay is less than 80ms. However, due to the complex overseas network conditions, there is a lack of effective means to obtain the network delay from different regions and operators to the server.
Case Detail
A well-known game development studio is committed to developing high-quality games and enjoys a good reputation in the game industry. The studio's game works cover many types of games, including action adventure, role playing, shooting, etc. They pay attention to the story of the game, screen performance and play method innovation, and strive to bring unique and unforgettable game experience to players. As the number one project in 2024, the research and development of Moba shooting games is expected to be launched in more than 60 regions worldwide. To ensure that players get the best experience, they need a network with low latency and high stability.
Case Detail
A large multiplayer online first person shooting game has been released and operated steadily worldwide for several years. The game itself has high requirements for network quality delay. The client server delay is higher than 80ms, which affects the player experience. The optimal situation is 50ms. The original game battle clothes are mainly deployed on the public cloud, with high cost.
Case Detail
A large game deploys a large number of game servers in the bare metal machine room of OIT, and the server will generate a large number of real-time data and game logs. To this end, the business needs to deploy multiple database instances and log server instances to handle a large number of concurrent accesses. The business side hopes that OIT can provide intranet load balancing services.
Case Detail
A component service team provides in game real-time communication services for multiple large games. This service has high requirements for network quality delay.
Case Detail