多人游戏有史以来发生过的最好的事情是什么?
The best thing that's ever happened for multiplayer games?

原始链接: https://mas-bandwidth.com/the-best-thing-thats-ever-happened-for-multiplayer-games/

游戏开发者 Glenn Fiedler 指出了多人游戏领域的一个变革性转变:Amazon GameLift 宣布,第六代及以上实例将不再收取出口带宽费用。 对于开发者,尤其是那些开发高带宽、高玩家数量游戏的开发者而言,出口带宽成本历来是一笔高昂的负担。通过取消这些费用,AWS 正在推动云托管服务的普及,使独立开发者能够与大型工作室同台竞争,而无需承担巨额的带宽账单。 Fiedler 预测,此举将在未来五年内对行业产生深远影响: * **市场转型:** 多人游戏将大量迁移至 AWS,给裸机托管服务商带来巨大压力。 * **竞争格局:** 谷歌等竞争对手将被迫跟进这一举措,否则将面临退出市场的风险。 * **技术创新:** 带宽限制的消除将开启高保真、高玩家数量游戏的新时代。 归根结底,Fiedler 将此视为行业的一个里程碑时刻。他预测,摆脱“90 年代式”的带宽限制,将使开发者能够创造出比以往任何时候都更详尽、更具沉浸感且更具盈利能力的多人游戏体验。

这篇 Hacker News 的讨论围绕着“gafferongames”的一篇关于多人游戏高带宽需求的博文展开。作者指出,其开发的太空游戏每位客户端需要消耗 10–20 Mbps 的带宽,这让许多将其与 4K 视频流媒体进行对比的用户感到惊讶。 参与者还探讨了更广泛的影响,例如在全球发行的游戏(如《星际争霸:母巢之战》)中实现更低延迟的可能性。然而,作者提醒评论者,延迟最终受到物理光速的限制。讨论简要转向了对亚马逊基础设施服务的质疑,用户警告了平台依赖以及未来成本不可预测所带来的风险。
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原文

Hi, I'm Glenn Fiedler, I'm a professional game developer working on a 1000 player multiplayer space game.

These days I spend a lot of my time thinking about game server hosting costs, and especially egress bandwidth costs: the cost of bandwidth sent from my server out to players over the public internet.

This is because my space game sends a lot of bandwidth. 10-20 megabits per-second per-client, or 10-20 gigabits per-second for 1000 players.

This is way more than standard low player count games like Apex Legends, Counterstrike, Valorant and Marathon, which usually send something like 256 kbps, 512 kbps or maybe 1mbps per-client.

So when Amazon made this announcement, I was immediately interested:

Starting today, Amazon GameLift Servers provides network bandwidth in and out of AWS at no additional charge for all instance types from generation 6 and later, including On-Demand and Spot, with no commitment required. You now pay only for your Amazon GameLift Servers instance hours; all network bandwidth is free.

Multiplayer game servers generate continuous network traffic to connected players, making bandwidth one of the most unpredictable cost components for game studio customers. With free network bandwidth included, Amazon GameLift Servers eliminates this cost, giving you the simplicity of bare-metal hosting with the global reach of AWS.

Free network bandwidth applies with no enrollment, pricing agreement, or configuration change required. Existing customers on eligible fleets receive the benefit immediately. It is now available in all Amazon GameLift Servers supported regions, except China.

Free Network Bandwidth Amazon GameLift Servers is Here! - AWS

Discover more about what’s new at AWS with Free Network Bandwidth Amazon GameLift Servers is Here!

To understand how huge this is, consider a game with an average CCU (concurrent users) of 100,000, with each client sending 1 Mbps. The cost of egress bandwidth at list price from AWS was $1,650,791 per month. Now it's zero.

Of course, nobody would actually spend this much on egress bandwidth. At a scale of 100k average CCU, that's a hugely successful game and they'd have enough clout to be able negotiate a better deal with AWS.

But the reason why this deal is so interesting is that it is democratizing.

Now small indie teams (or even tiny space games) can get access to a deal that makes AWS compute much more attractive for hosting games vs. bare metal, even at list price.

Because of this, I make the following predictions for the next 5 years:

  • Without the egress charges keeping small games away from cloud, most new multiplayer games will migrate to AWS GameLift for server hosting from this point forward.
  • Bare metal game server hosting companies are in real trouble, being forced now to compete vs. AWS on terms that are much closer to their own costs.
  • Google will have to match this deal or give up on the game server hosting vertical entirely.
  • More multiplayer games will launch and actually become profitable.
  • A totally new class of high player count and high bandwidth multiplayer games are coming as a result of this announcement.

After all, if a 4K video stream costs 25mbps to view and many, or even most of us even can watch these in 2026, why can't games send 25mbps too?

Consider how many more players we can support and how much more detailed our worlds could be if we let go of bandwidth limitations circa late nineties and early 2000s?

Personally, I think it's about time that games start sending more bandwidth, and that's why I think this announcement might just be the best thing that's ever happened for multiplayer games.

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