A game launch can push millions of 20 to 100 GB downloads into a few hours, and every patch after that repeats the wave. This section is for game backend leads, release and build engineers, LiveOps and DevOps teams at studios and publishers, plus esports and game broadcast producers who stream tournaments to large live audiences.
Articles cover launch-day capacity modeling, patch and delta delivery, launcher and Steam-style distribution, CDN vs P2P for downloads and broadcasts, esports streaming latency, and the bandwidth costs of a release. The aim is fast downloads in every region without paying cloud egress for each byte. For the mechanics of big files, see large file delivery.
BlazingCDN bills per terabyte delivered, with progressive tiers from $5.00 down to $2.50 per TB and one rate in the US, Europe and Asia.
| Monthly traffic | BlazingCDN | Effective per TB |
|---|---|---|
| 25 TB | $115 | $4.60 |
| 50 TB | $215 | $4.30 |
| 100 TB | $415 | $4.15 |