多人游戏发生过的最棒的事情
The best thing that has ever happened for multiplayer games

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

资深游戏程序员 Glenn Fiedler 认为,亚马逊最近决定取消 GameLift 服务器的网络带宽费用,是多人游戏史上最重要的进展。 从历史上看,流出带宽一直是开发者面临的一项巨大且不可预测的开支,迫使工作室不得不依赖昂贵的“裸机”托管或复杂的混合模式以保持盈利。像《Apex Legends》和《Titanfall》这样的大型游戏,此前都需要混合基础设施来抵消这些云成本。通过向所有 GameLift 用户(无论公司规模大小)免费提供流出带宽,AWS 有效地拉平了竞争环境,使原本仅限于拥有特殊私人协议的大型工作室才能使用的专业级基础设施,实现了平民化。 Fiedler 预测,此举将颠覆托管行业,迫使谷歌等竞争对手做出调整,并催生一个高带宽、高玩家数量游戏的新时代。通过消除与服务器流量相关的财务风险,亚马逊显著降低了开发者的准入门槛,使新的多人游戏更容易发布并实现持续盈利。

Hacker News 最新 | 往日 | 评论 | 提问 | 展示 | 招聘 | 提交 登录 多人游戏有史以来发生过的最好的事 (mas-bandwidth.com) 18 分 | gafferongames 发布于 2 小时前 | 隐藏 | 往日 | 收藏 | 2 条评论 | 帮助 yellow_lead 5 分钟前 | 下一条 [–] > 完成这一切后,我决定离开。我已经实现了所有我想要的,并且需要去做些新的事情。坦白说,我真的非常讨厌和 Richard Baker 一起工作。 除非这是个内部梗,否则在文中突然抛出这种话感觉很奇怪?(: 回复 jrm4 8 分钟前 | 上一条 [–] 如果这事牵扯到今天的亚马逊,那它几乎不可能是什么“有史以来发生过的最好的事”。 回复 准则 | 常见问题 | 列表 | API | 安全 | 法律 | 申请 YC | 联系 搜索:
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原文

Hi, I'm Glenn Fiedler, a professional game programmer with more than 25 years experience. I'm a world expert in game netcode and the author of gafferongames.com and mas-bandwidth.com.

Just recently on June 15th, 2026, Amazon made this announcement:

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!

My first thought when reading this announcement was this article on The Onion:

My Advice To Anyone Starting A Business Is To Remember That Someday I Will Crush You

As you might imagine, I often get asked by young entrepreneurs for advice on how to start a business. What many seem to want is some sort of trick, some magic set of tools that will allow them to launch a thriving startup from scratch. Well, there’s no magic involved, but the keys to success are quite simple: Value your customers, hire well, find a market that isn’t being served, and realize that someday I will utterly crush you.

Thinking the awesomeness of this announcement was self-evident, I posted this announcement to Hacker News the day it was made... and it got a single upvote.

It seems that outside of my specialty, multiplayer games, the absolutely massive ramifications of this announcement need a bit of explaining before people actually get it.

So, in this post I'm going to break this announcement down and explain why this announcement is the biggest and best thing that has happened for multiplayer games ever.

I will explain how this is a strategic master stroke. A move so incredibly disruptive in a good way. A move that significantly reduces risk for game developers and may even help stabilize an industry that is in total chaos right now.

And I make the following predictions for the next 5 years:

  • New multiplayer games will migrate to AWS GameLift for server hosting from this point forward, leaving absolute carnage in the bare metal game server hosting industry.
  • 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!

To understand all this, I have to share with you my perspective around the launches of God of War: Ascension, Titanfall 1, Titanfall 2 and Apex Legends.

Going back to March 2013, God of War: Ascension launched to good but not great reviews. I think we hit a peak of 10k CCU for the multiplayer and at the time this was quite impressive for a Sony game. After this, as is so common with multiplayer games, the CCU slowly deflated post launch and no matter what we did, we couldn't fix it. It was heart wrenching to watch.

I had just spent 5 years of my life working on this netcode as lead network programmer, diving into absurdly complex P2P asynchronous multiplayer netcode, networking a game engine that really had no right to ever be networked, working with a team that had no experience in multiplayer, and who at their core didn't really want to make a multiplayer game (I don't blame them).

Leading up to launch I crunched so hard I had walking pneumonia. Post-launch I received a decent bonus combined with a lukewarm performance review "you just kinda checked out in the run up to launch" – yeah, I nearly fucking diedand started looking for other work.

I interviewed with Respawn, who were ramping up to the launch of Titanfall. I was quite burned out still, but thought, look, this is clearly a team of experts who know how to ship a multiplayer game (they were all ex-Infinity Ward and Call of Duty, so I figured at worst this was going to be a good learning experience.

In the interview I said "look, you're about to launch and there's going to be a ton of grunt work needed that nobody wants to do, let me work on that stuff so you guys can focus on making the game fun".

Sure enough, I got the job and proceeded to work on absolutely the worst tasks I had ever worked on in my entire career. I wrangled with the terrible Xbox One session system at launch, got the game invite and party system working, drove the "Smart Glass" companion app for Titanfall to completion, and fixed bugs. Along the way I developed a deep and lasting hatred for whoever designed the Xbox One session and party system APIs.

I got to work alongside Jon Shiring who did all the netcode for Titanfall 1, Drew McCoy as producer, Rayme Vinson (gameplay code and weapons) and John Haggerty (Titanfall movement system and wall running).

Jon in particular was a character. At some point during development the game became Xbox exclusive and he somehow convinced Microsoft to host all the dedicated servers for the game for free on their new Azure backed game hosting system called Thunderhead. There were even ads on TV for Azure Cloud with Jon sitting there with a big mohawk making Microsoft look cool.

The phrase "infinite servers" was thrown around a lot in meetings with Microsoft and it became a bit of an inside joke on the programming team. Still, for a person who had just shipped a traditional P2P NAT-punching game, the idea of launching a AAA game with only dedicated servers was revolutionary. At this time, even Call of Duty was still doing player hosted servers.

Titanfall launched to critical acclaim and the servers were indeed infinite enough to handle demand. I spent the next year fixing bugs and optimizing CPU and bandwidth. Eventually, we transitioned to working on Titanfall 2, and after the birth of my daughter, I came to the attitude of, fuck it, I'm just going to do the work that I think is most important and if they don't like it they can fire me.

So I just focused on what I thought was important and after all the bandwidth and CPU optimizations I had done on Titanfall 1, I realized talking with Drew McCoy (who was an ex-pro Quake player), that I could do a few key targeted things to substantially improve the quality of the network play for Titanfall 2.

Over the next year I completely rewrote the server-side snapshot and delta compression system, more than halving bandwidth and CPU use on the server, and fixing pervasive kill replay bugs we'd had since Titanfall 1.

With this new snapshot system in place I was able to double the server tick-rate from 10HZ to 20HZ for multiplayer and enable the large single player levels by Christopher "Soupy" Dione in Titanfall 2 (single player in Titanfall 2 is a client connecting to a local server on a separate thread, so all the netcode, yes, even client-side prediction, lag compensation, and the snapshot delta system, were fully active in single player).

I also prototyped a new jetpack-based character class called the "boost pilot" that ended up being cut (so it goes), and designed and implemented the ADS-hover and holopilot abilities in Titanfall 2. The holopilot was the very last thing I worked on at Respawn and it would later turn into "Mirage" in Apex Legends 😄.

Having completed all of this, I decided to leave. I had achieved all I wanted to and needed to work on something new. And frankly, I just really disliked working with Richard Baker. The team would go on to get acquired by EA and ship Titanfall 2 without me, but I was proud of what I had done.

Meanwhile, Titanfall 2 was no longer Xbox exclusive. Previously infinite servers became not so infinite and a cross-platform server hosting option was needed for the game. Jon being Jon, convinced Multiplay to implement a system where game servers would run on a mix of bare metal and cloud. The idea was that the steady state load for the game would be handled by bare metal with effectively free egress baked in to the monthly cost, and the game would only spill over to the cloud when bare metal was exhausted or not available.

The motivation for all this was the high cost of egress bandwidth from clouds.

Multiplay went on to become somewhat dominant in game server hosting in the following years hosting Rocket League, Apex Legends, Knockout City, Multiversus, REMATCH and many others. They were acquired by Unity in 2017, and just recently (2026) were shut down, with the name "Multiplay" being taken over by Rocket Science who are now running their own version of the service.

The team at Respawn went on to launch Apex Legends in 2019 hosted on Multiplay with spill over to Google Cloud. I had absolutely nothing to do with this game but am immensely proud that I contributed a small amount of netcode used by it.

With the scale of Unity and EA, I can only assume that a pretty good deal on egress bandwidth was reached at the time, but it's notable that the egress cost was still significant enough to stick with a mix of bare metal and cloud, instead of fully committing to cloud hosting. Still, Apex Legends scaled up perfectly to a peak of several million CCU and the rest is history.


So what does this all have to do with the AWS announcement?

Simply put, the entire thesis for Multiplay is now obsolete.

There is no reason to launch a game and use bare metal and spill over to cloud only when needed because the cost of egress bandwidth is so high, because now you can simply use AWS GameLift, scale up to however many instances you need and your egress bandwidth is completely free.

This is remarkably democratizing, because it's been somewhat of an open secret in the industry that larger games (Fortnite, Rocket League and Valorant to name a few) have been enjoying heavily discounted and/or close to free egress bandwidth from AWS for quite some time.

Now this same benefit is available to the smallest indie game developer.

Why is this so important? Consider that games like Titanfall and Apex Legends send an average of 512kbps to 1mbps per-client from server to client over UDP, and these games have CCUs in the hundreds of thousands to millions. You can do the math and tell me at 5-10c per-GB of cloud egress just how much money this saves.

And for all of this you can thank Jon Shiring and Michael Jackson who have worked tirelessly over the past 4 years to make this free egress deal happen. Well done guys.

This is the best thing that has ever happened for multiplayer games.

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