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NEW YORK DAWN™ > Blog > Technology > Amazon Internet Companies says GameLift can assist as much as 100M concurrent customers per sport
Amazon Internet Companies says GameLift can assist as much as 100M concurrent customers per sport
Technology

Amazon Internet Companies says GameLift can assist as much as 100M concurrent customers per sport

Last updated: February 6, 2025 8:01 pm
Editorial Board Published February 6, 2025
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Amazon Internet Companies (AWS) stated it has benchmark examined assist for as much as 100 million concurrent customers (CCU) for a single sport.

Utilizing Amazon GameLift, AWS can alleviate a builders’ sport server internet hosting issues by dynamically scaling backend sources. The check additionally showcased how Amazon GameLift can add 100,000 gamers to a sport every second and spin up greater than 9,000 new compute cases every minute. This gives builders the flexibility to scale their video games far past what’s been beforehand attainable.

Amazon GameLift is a cloud-based service that helps builders add sport servers for multiplayer video games. It’s constructed on prime of AWS.

The corporate famous on-line sport builders pour large sources and fervour into bringing new video games and updates to life. On launch days, these efforts are put to the final word check as gamers flood the system, however builders don’t essentially know what number of gamers to anticipate. What builders do know is that the backend infrastructure supporting incoming site visitors should be capable to scale immediately with out compromising participant interactions, or your complete expertise falls aside.

Chris Byskal, normal supervisor of AWS Recreation Companies/Recreation Tech, stated in a press release, “While most developers don’t publish CCU numbers, unofficial tracking data indicates that the most popular games in the world today top out around 14 million CCU, and the latest SteamDB reporting puts the CCU for the entire platform at not quite 40 million. We choose 100 million CCU as our goal metric to highlight how Amazon GameLift can easily handle even the biggest games, several times over.”

Estimating CCU is a place to begin for builders to find out sport scaling wants previous to launch. Extra scaling concerns embody the right way to rapidly deal with spikes in site visitors, in addition to sport session allocation and participant geography.

The AWS workforce behind Amazon GameLift has almost a decade of expertise serving to prospects run their video games at scale whereas avoiding launch day missteps. This consists of placing the answer by means of excessive situations. For a step-by-step information on how they scaled for 10 million CCU and 100 million CCU, take a look at the next demonstration.

Getting ready for scale

Builders can use projected CCU to find out the required digital machine (VM) capability for optimum sport efficiency. For instance, right here’s the right way to calculate VM necessities to assist 10 million CCU for a sport, assuming one VM can assist 12 sport classes earlier than efficiency begins to degrade.

Complete VMs = CCU / (gamers per sport session x sport classes per VM)Complete VMs = 10,000,000 / (10 x 12) = 83,333

Amazon GameLift has capability obtainable in 23 AWS areas and 9 native zones, permitting it to comfortably scale to the 83,333 VMs wanted to assist 10 million CCU. Amazon GameLift can convey digital machines into service in a matter of minutes, enabling builders to easily and rapidly enhance capability from zero to 10 million gamers. This autoscaling performance minimizes idle capability—preserving the general prices down.

Creating sport classes rapidly and sensibly

AWS allocates gamers to spare sport server capability. All sport classes have to be run on a sport server course of, and builders should keep away from assigning a number of video games to the identical course of. Think about the throughput of those allocation requests:

Allocation requests/second = CCU / (gamers per sport session x seconds per sport session)Allocation requests/second = 10,000,000 / (10 * 900) = 1112 (rounding up)

Listed here are different concerns:

Recreation classes: Having every session assigned to a single sport course of.Location: Assigning a sport server with low latency to the sport session’s gamers.Value: If a number of {hardware} choices can be found, utilizing the decrease value capability first.Capability: Leveraging autoscaling to keep away from paying for extra capability than wanted.Digital machine utilization: Monitoring which VMs have reside video games on them so they aren’t accidently terminated—interrupting gamers’ video games.Capability well being: Validating that the capability allotted is wholesome (for instance, avoiding non-responsive server processes).Variety of VM sport classes: Beginning too many sport classes on the identical VM in a brief time frame would possibly exceed compute capabilities of the VM if there are computationally heavy actions, like loading a map or initializing sport state.

Many of those concerns can slim down appropriate VM selections for a particular sport session. At this stage of scale, it’s attainable to have 100 sport classes wanting to begin in a single AWS Area throughout the identical second. Builders may attempt to pack these 100 sport classes onto two idle sport server processes on a single VM. Nonetheless, this implies 98 of them are going to fail and must find new idle capability. In the meantime, extra sport classes could have arrived and are ready to begin, compounding the issue.

All these issues are minimal at low charges of throughput, however rapidly change into an enormous situation as charges enhance. This could result in something from elevated sport begin instances to a whole collapse of availability, doubtlessly ruining launch day.

Scaling with Amazon GameLift

As soon as devs have built-in the sport server with Amazon GameLift, add the sport server executable and any dependent property as a Construct and create a Fleet to run in AWS.

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