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by unraveller 1455 days ago
My Guess is two modes:

Simple - For semi-auto vertical scale only; turn based & single instance low tick-effort central servers (can provide less bill shock for bursts for same set up effort as rolling your own)

Complex - For large horizontal scale of high-tick effort games with full session pinned websockets by geo

both can easily be billed in the wholesale standard RAM GB-hours (say 1.5x cost) as you will be moved up or fanned out to beefier or more systems right when ticks are not being completed well enough within the desired tickrate.

I expect they'll suggest a max of 10,000 players and 100 rooms @ 50ms ticks taking avg. 5ms tick compute on the smallest VM (~50% util which on a 512MB 1x-shared-CPU costs $3.24 p.m on fly)