Game Fabric
Game Fabric (Core+Edge) maximizes line quality and return on investment (ROI), enhances game distribution efficiency, and brings efficiency gains and cost savings to studios, allowing you to focus on more important tasks.
Our Advantage

Global coverage and bandwidth inventory guarantee
Provide dynamic bandwidth pools for game distribution to support dynamic changes in demand during the distribution process

Fast, flexible and reliable
Hourly online business deployment; 50m-10Gbps flexible configuration for dynamic allocation; off-site server room + line + port redundancy

Professional network design, implementation and operations
Experienced CCIEs and cloud experts design and deliver high-speed, high-reliability, low-latency networks for you; support multi-cloud cross-platform network unified monitoring, centralized management and unified multi-channel alarm process; OIT hosting provides 24X7 technical support

Cost Savings
Game Fabric Core backbone part of multi-game shared physical line cost; Game Fabric Edge enjoys Tencent's overall large customer discounts
Product Architecture Implementation

Product Feature Preview
Game Fabric Core
Singapore, Silicon Valley line, Frankfurt at any time to organize the network and inventory guarantee.
Tencent cloud and AWS, Azure, GCP, Alibaba and Oracle and other mainstream cloud at any time to organize the network fast interconnection.
Business deployment on-line at hour level.
50m-10Gbps flexible configuration dynamic allocation.
Off-site server room + line + port redundancy.
Game Fabric Edge
Edge network coverage across 14+ countries and 30+ cities, realized through our pre-certified network partners.
Professional design by our experienced CCIEs and cloud experts.
24/7 support from us and our network partners to ensure superior quality of service and cost optimization.
Access to expert guidance and customized solutions that meet your specific needs and budget.
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