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Tres Teknoloji
Solutions / Gaming and media

Low latency, instant scale: get through launch smoothly

Low-latency infrastructure for game servers and live streaming; deliver a smooth, uninterrupted experience during launches and peak traffic with CDN, DDoS protection and instant scaling.

Requirements met
Low latency Close to players with an in-Turkey location, low ping.
DDoS protection Volumetric and application-layer attacks are absorbed at the edge layer.
CDN distribution Patches, video and static content are served quickly from the edge.
Instant scaling At launch peak, capacity grows within seconds.
Low ping In-Turkey location
Tbps+ DDoS scrubbing capacity
Instant Peak scaling
Hourly Post-event cost reduction
Challenges

Launch day, the moment your entire marketing budget is put to the test

At a game or broadcast launch, traffic explodes within hours; if latency rises and servers fill up, players leave on day one and do not come back. Meeting this fragile moment with fixed hardware or a slow-scaling infrastructure is a direct loss of users.

Location close to players

Low ping with in-Turkey infrastructure; the shortest path to regional players.

DDoS and bot protection

Attacks are scrubbed at the edge layer; malicious traffic is filtered out with NetWaf.

CDN and object storage

Patches, downloads and video content are served from the edge, reducing origin load.

Instant auto-scaling

At launch and event peaks, capacity grows within seconds and then drops.

Recommended architecture

A typical gaming/media architecture that separates the game server, real-time communication and content delivery.

Edge layer
CDN DDoS protection NetWaf and bot management Anycast
Real-time
Game server Matchmaking WebSocket / UDP
Scaling
Kubernetes Auto-scaling Load balancer
Media
Object storage Transcoding (GPU) Live stream output
Customer reviews

What gaming and media teams say

“At the global launch the player count multiplied; scaling kicked in instantly and we did not experience a single drop.”
EA Efe Aydın Technical Director · A mobile game studio
“We did not even notice the first-hour DDoS attack; it was scrubbed at the edge layer.”
MK Melis Kaya Infrastructure Engineer · A game publisher
“We shut down the capacity we opened for the tournament the next day; the cost really is flexible.”
CY Can Yıldız Broadcast Operations · A media platform
S.S.S.

Frequently asked questions about gaming and media cloud infrastructure

The infrastructure runs within Turkey, close to players; real-time traffic is routed by the shortest path. The CDN serves static and downloadable content from the edge, reducing load and latency on the origin server.

Yes. Auto-scaling grows capacity within seconds based on concurrent-player and request metrics; once the peak passes, resources are pulled back. This way you get through the launch without either crashing or the risk of large hardware all year.

Yes. Volumetric network-layer attacks are absorbed by the scrubbing infrastructure at the edge layer; application-layer (L7) attacks and malicious bots are filtered out with NetWaf. Player traffic keeps flowing without interruption.

Video transcoding can be done on GPU-backed servers; live stream output and recordings are kept in object storage and delivered to viewers via CDN. This provides smooth viewing across different devices and connection speeds.

Yes. Thanks to hourly billing, the cost drops as you scale down; you shut down the extra capacity you opened for a tournament, launch or broadcast event once the event is over.

We build on in-Turkey low latency and distribute static content worldwide via CDN. For real-time game traffic, we plan the architecture together according to your target regions and set up the exits closest to players.

Player account and payment data are kept on infrastructure in Turkey, encrypted and with access recorded; the payment flow runs in a separate, secure segment with a NetWaf in front of it.

A case from this sector A mobile game studio got through its global launch without downtime

On launch day the number of concurrent players rose to a multiple of what was expected. Auto-scaling grew capacity instantly and DDoS protection absorbed the first-hour attack; players experienced no latency.

15× Launch peak
0 Minutes of downtime
Low ping Regional player experience

Talk to a team that knows your sector

A solution architect who has run projects in that sector joins the meeting. In the first meeting we produce an architecture draft and a cost range.

Schedule a meeting