Solutions

Game acceleration

Game acceleration

Low latency · anti-DDoS · SDK

Game shield · global lanes

UDP accelAnti-DDoSSDK shield

Competitive games need stable latency and clean sessions. Attacks spike during launches, tournaments, and patches—mitigation belongs at the edge, not on game servers.

Typical pressures

  • Mixed UDP/TCP DDoS and L7 CC during peak concurrency
  • Cross-region RTT jitter hurting match quality
  • Patch-day bandwidth spikes saturating origins
  • Cheating and protocol abuse needing inline policy, not after-the-fact bans

Typical scenarios

One edge stack, many game shapes

Scenario path

Low RTT + tamper resistance

Mixed UDP/TCP battles; SDK shield hides shards; edge DDoS and CC.

P95 23 ms
Blocks 1.28M
QPS 386K
Players Multi-shard
SDK shield 127.x proxy
Edge Scrub

Client → SDK → edge → shard

What we optimize for

Low latency

Carrier-aware routing; session stickiness with SDK shield when needed.

DDoS & CC

Tbps scrubbing with layered policies for volumetric and application attacks.

Origin concealment

Only edge addresses are public; shard IPs stay off DNS.

Observability

QPS, loss, RTT, and blocks in one operational view.

One SDK, every platform

iOS, Android, and Unity share one key

let ret = clinkStart(key)
if ret == 150 { bindShield() }
App shield · active 3 ms

Added latency

AES-256 · TLS 1.3ON
Blocked0
Local proxyRunning

Session posture

Match-zone threat radar

0Session QPS
0APAC P95
1.4Tbps scrub
0Blocks today

Architecture

Access path

Players hit Veikor Anycast first for L4 steering and L7 scrubbing, then route to shards or SDK shield nodes with origin IPs never exposed.

  1. 01Client / engine SDK → nearest PoP
  2. 02L4 forward + rate / fingerprint controls
  3. 03L7 CC & bot challenges → clean origin traffic
  4. 04Logs and thresholds in the console

Route comparison

Five routes · RTT

DirectLegacy CDNVeikor
Seoul168 ms92 ms28 ms
Tokyo192 ms110 ms32 ms
Singapore142 ms88 ms22 ms
US West248 ms156 ms58 ms
Frankfurt274 ms188 ms72 ms