Overview

With Amazon GameLift Streams you incur two types of charges:

Stream capacity: Stream capacity represents the maximum number of concurrent streams that can be active at a time. Stream capacity charges cover the compute resources that are available to run stream sessions. Stream capacity charges are on a per second basis. You are charged for stream capacity per second, regardless of whether that allocated capacity is actively streaming or idle. Billing for Amazon GameLift Streams begins when stream capacity is allocated in a stream group (compute resources that are allocated to stream your game) and continues as long as that stream group’s allocated capacity is maintained. Billing ends when you reduce the allocated capacity in your stream group to zero, or delete the stream group entirely.

Content storage: These charges cover the cost to store your game or application and other data. Storage prices are based on a per-GB, per-month basis.

Amazon GameLift Streams is available in the following AWS Regions: US East (Ohio), US East (N. Virginia), US West (Oregon), Asia Pacific (Tokyo), Europe (Frankfurt), and Europe (Ireland).

The AWS Free Tier is not available for Amazon GameLift Streams.

Pricing Details

You pay to have compute resources deployed and ready to start streaming sessions, which is called allocated capacity. Allocated
capacity includes all capacity that's available to you, regardless of whether games are being actively streamed to players.

You request stream capacity at the stream-group level. In a stream group, you specify the stream class, which is the type of
compute resource you want to use (e.g. stream class with NVDIA's T4 GPU, 8 vCPUs and Microsoft Windows runtime). Stream
capacity is how many instances of that compute resource you want to provision. For each stream group, you'll be billed per
allocated capacity count per second.

When you create a stream group, it contains at least one stream capacity by default. Therefore, you begin to incur cost per stream
capacity as soon as the stream group becomes active.

There are two methods for allocating capacity:

  • Always-on capacity: Streaming capacity that is pre-allocated and ready to handle stream requests without delay.
  • On-demand capacity: The streaming capacity that Amazon GameLift Streams automatically allocates in response to stream requests, and then de-allocate when the session has terminated.

If you provision a mix of the two in a single stream group, Amazon GameLift Streams fulfills streaming requests using always-on
capacity first, then provisions on-demand capacity as needed.

The stream capacity rate you're charged depends on the following factors: AWS Region - the physical location where you choose
to deploy your stream groups, and Stream class - the type of computing resource that you select for a stream group. For
additional details see the billing FAQs.

On-demand capacity is the streaming capacity that Amazon GameLift Streams can allocate in response to stream requests, and then de-allocate when the session has terminated. This offers a cost control measure with the tradeoff being a greater stream start time (typically under 5 minutes). You request the amount of capacity you need; at the time you need it. The on-demand capacity pool is a shared, non- guaranteed resource that is available to all AWS customers on a first-come, first-served basis. The cost of on-demand capacity is based on the 'on-demand rate'. You can request on-demand capacity directly through Amazon GameLift Streams by editing your stream group. The maximum amount you can request is limited by the Service quotas.

Always-on capacity is the streaming capacity that is pre-allocated and ready to handle stream requests without delay. This is the best option for players to start streaming and playing a game in just a few seconds. You pay for this capacity whether it's in use or not, and you make a reservation for always-on capacity ahead of time and can turn it on or off.

You pay to store your game or application and other data, which Amazon GameLift Streams uses to stream. You incur costs when
you create a GameLift Streams application using the stored content. The rate you're charged depends on the amount of content
stored and how long you store it during the month. Storage pricing includes the cost of storage and data transfer, replication, and
processing.

Stream classes pricing

A stream class represents the compute resources used to run and stream your game. Each stream class offers different combinations of CPU, GPU, RAM, and other specifications to meet your performance needs and budget requirements.

Cost per stream group capacity-hour by AWS Region and stream class

Prices per hour of streaming capacity gen4n_win2022 gen5n_win2022 gen4n_high gen5n_high gen4n_ultra gen5n_ultra
US West (Oregon) $1.5100 $2.1330 $0.4982 $0.7625 $0.9288 $1.4544
US East (Ohio) $1.5100 $2.1330 $0.4982 $0.7666 $1.4544 $1.4544
US East (N. Virginia) $1.5100 $2.1330 $0.5205 $0.7544 $1.4544 $1.4544
Europe (Ireland) $1.7000 $2.4266 $0.5419 $0.8504 $1.6236 $1.6236

Pricing examples

20 concurrent players testing a new game for 8 hours a day, no wait time

This example illustrates the scenario of testing a new game before launch. This requires capacity for 20 concurrent players on a gen5n_win2022 stream class in Ohio (us-east-2). The customer chooses a Microsoft Windows based stream class to ensure the playing runtime environment matches the development runtime. Since the scale and usage is predictable in this scenario, always-on player streaming capacity can be used to meet the concurrent stream needs without any start time delay. Finally, the game only requires streaming capacity during business hours for 8 hours per day, so the customer will de-provision the always-on streaming capacity when it is not being utilized.

  • The cost per player streaming capacity-hour for gen5n_win2022 stream class in Ohio (us-east-2) is $2.13.
  • Player streaming Capacity x Provisioned Hours x Stream group hourly rate = Monthly billable stream capacity.
  • 20 always-on player stream capacity x (8 hours per day x 30 days) x $2.13= $10,224 monthly billable.

500 concurrent players for 4 Hours per Day, no wait time

A modern action role-playing game launches with 500 concurrent players during its first month. To optimize costs, the game developer selects Proton 8.0-5 as the runtime environment, running on gen4n_high (NVIDIA-based) stream class in Oregon (us- west-2). Players engage with the game for an average of 4 hours daily. The developer implements a custom auto-scaling solution that maintains always-on capacity to minimize player wait times while efficiently scaling down resources during low-usage periods.

  • The cost per stream group capacity-hour for gen4n_ultra (NVIDIA) stream class in Ohio (us-east-2) is $0.4982.
  • Stream Group Capacity x Provisioned Hours x Stream group hourly rate = Monthly billable stream capacity

Month of launches

  • 500 players streaming x (4 hours per day x 30 days) x $0.4982= $29,892 billable stream capacity.

2000 players on a Cloud gaming service with party games

A new ad-supported cloud gaming service will launch a catalog of party games on smart TVs. 2000 concurrent players engage with it during its first month. To optimize costs, the game developer selects Proton 8.0-5 as the runtime environment, running on gen4n_high (NVIDIA-based) stream class in Frankfurt (eu-central-1). Players engage with the games for an average of 30 minutes daily. The customer uses on-demand capacity and leverages the 90-second start time to prepare the player for the game by first playing a 30 second advertisement, then displaying game controls and stepping through gameplay instructions, while automatically provisioning resources for the stream.

  • The cost per stream group capacity-hour for gen4n_high (NVIDIA) stream class in Frankfurt (eu-central-1) is $0.6571.
  • Stream Group Capacity x Provisioned Hours x Stream group hourly rate = Monthly billable stream capacity.

Month of launch:

  • 2000 players streaming x (0.5 hours per day x 30 days) x $0.6571 = $19,713 billable stream capacity.

Storage pricing

A game publisher maintains 100 games, each with a different version of their game build (average size 184 MB), in the AWS Region us-east-2 (Ohio). Total monthly GB usage is 19 GB. For a single month, their bill for storage calculates to: 19 GB x $0.0296 (storage price) = $0.56.