Amazon GameLift Instances

The following tables display the hourly Spot and On-Demand prices for each region and instance type (updated every 5 minutes).

With Amazon GameLift Spot instance types you pay the Spot price that’s in effect at the beginning of each instance-hour for your running instance. If Spot price changes after you launch the instance, the new price is charged against the instance usage for the subsequent hour. Spot instance prices are set by Amazon Web Services and adjust gradually based on long-term trends in supply and demand for Spot instance capacity, but never exceed On-Demand prices. In the Amazon GameLift console, you can view three months of historical pricing and savings data for every instance type and region.

Instance Pricing: Linux | Windows

Linux

On-Demand Pricing

Region: Beijing

Instance Type vCPU Memory Hourly On-Demand Monthly On-Demand
w/AutoScaling (365 Hours)
m5a.12xlarge 48 192 ¥ 26.274 ¥ 9590.01
m5a.16xlarge 64 256 ¥ 35.016 ¥ 12780.84
m5a.24xlarge 96 384 ¥ 52.498 ¥ 19161.77
m5a.2xlarge 8 32 ¥ 4.422 ¥ 1614.03
m5a.4xlarge 16 64 ¥ 8.793 ¥ 3209.445
m5a.8xlarge 32 128 ¥ 17.533 ¥ 6399.545
m5a.large 2 8 ¥ 1.145 ¥ 417.925
m5a.xlarge 4 16 ¥ 2.237 ¥ 816.505
r5a.12xlarge 48 384 ¥ 31.638 ¥ 11547.87
r5a.16xlarge 64 512 ¥ 42.166 ¥ 15390.59
r5a.24xlarge 96 768 ¥ 63.223 ¥ 23076.395
r5a.2xlarge 8 64 ¥ 5.316 ¥ 1940.34
r5a.4xlarge 16 128 ¥ 10.581 ¥ 3862.065
r5a.8xlarge 32 256 ¥ 21.109 ¥ 7704.785
r5a.large 2 16 ¥ 1.368 ¥ 499.32
r5a.xlarge 4 32 ¥ 2.683 ¥ 979.295

Spot Pricing

Please refer to Amazon GameLift Console to get Spot Instance prices.

Linux pricing is per instance-second consumed for each instance, from the time an instance is launched until it is terminated or stopped. While prices for Linux are listed on a per-hour basis, bills are calculated down to the second. There is a 1 minute minimum charge per instance.

*“Monthly w/ Autoscaling” is calculated using an average monthly usage of 365 hours per instance, which is based upon a typical player demand pattern for multiplayer games.

Windows

On-Demand Pricing

Region: Beijing

Instance Type vCPU Memory Hourly On-Demand Monthly On-Demand
w/AutoScaling (365 Hours)
m5a.12xlarge 48 192 ¥ 44.413 ¥ 16210.745
m5a.16xlarge 64 256 ¥ 59.201 ¥ 21608.365
m5a.24xlarge 96 384 ¥ 25.983 ¥ 9483.795
m5a.2xlarge 8 32 ¥ 6.319 ¥ 2306.435
m5a.4xlarge 16 64 ¥ 26.274 ¥ 9590.01
m5a.8xlarge 32 128 ¥ 35.016 ¥ 12780.84
m5a.large 2 8 ¥ 52.498 ¥ 19161.77
m5a.xlarge 4 16 ¥ 4.422 ¥ 1614.03
r5a.12xlarge 48 384 ¥ 8.793 ¥ 3209.445
r5a.16xlarge 64 512 ¥ 17.533 ¥ 6399.545
r5a.24xlarge 96 768 ¥ 1.145 ¥ 417.925
r5a.2xlarge 8 64 ¥ 2.237 ¥ 816.505
r5a.4xlarge 16 128 ¥ 31.638 ¥ 11547.87
r5a.8xlarge 32 256 ¥ 42.166 ¥ 15390.59
r5a.large 2 16 ¥ 63.223 ¥ 23076.395
r5a.xlarge 4 32 ¥ 5.316 ¥ 1940.34

Spot Pricing

Please refer to Amazon GameLift Console to get Spot Instance prices.

Windows pricing is per instance-hour consumed for each instance, from the time an instance is launched until it is terminated or stopped. Each partial instance-hour consumed is billed as a full hour.

*“Monthly w/ Autoscaling” is calculated using an average monthly usage of 365 hours per instance, which is based upon a typical player demand pattern for multiplayer games.

Looking for T2, M3, C3, or R3 instances? See the Previous Generation Instances page.

GameLift FleetIQ

The following tables display the hourly FleetIQ charges derived from Spot and On-Demand instance prices for each region and instance type (updated every 5 minutes).

With the GameLift FleetIQ update, you can deploy instances into your account, and manage the instances via your own server management layer. Using GameLift FleetIQ this way, you will see separate charges for the usage of Amazon Web services services such as EC2, EBS, and CloudWatch as well as a GameLift FleetIQ charge in the GameLift section of your bill. GameLift FleetIQ hourly rates will vary based on OS, Instance Types, OD vs. Spot, and Regions.

With Spot instance types under GameLift FleetIQ management, you pay the FleetIQ price derived from Spot instance price that’s in effect at the beginning of each instance-hour for your running instance. If Spot price changes after you launch the instance, the new price is charged against the instance usage for the subsequent hour. Spot instance prices are set by Amazon Web Services and adjust gradually based on long-term trends in supply and demand for Spot instance capacity, but never exceed On-Demand prices.

Instance Pricing: Linux | Windows

Linux

On-Demand Pricing

Region: Beijing

Instance Type vCPU Memory Hourly On-Demand
Monthly On-Demand w/AutoScaling (365 Hours)
c5.large 2 4 GiB  ¥     0.148  ¥           53.95
c5.xlarge 4 8 GiB  ¥     0.296  ¥         107.97
c5.2xlarge 8 16 GiB  ¥     0.591  ¥         215.86
c5.4xlarge 16 32 GiB  ¥     1.183  ¥         431.80
c5.9xlarge 36 72 GiB  ¥     2.662  ¥         971.56
c5.18xlarge 72 144 GiB  ¥     5.323  ¥     1,943.04
c4.large 2 3.75 GiB  ¥     0.227  ¥           82.78
c4.xlarge 4 7.5 GiB  ¥     0.454  ¥         165.56
c4.2xlarge 8 15 GiB  ¥     0.907  ¥         331.06
c4.4xlarge 16 30 GiB  ¥     1.814  ¥         662.18
c4.8xlarge 36 60 GiB  ¥     3.628  ¥     1,324.29
m5.large 2 8 GiB  ¥     0.203  ¥           73.95
m5.xlarge 4 16 GiB  ¥     0.405  ¥         147.90
m5.2xlarge 8 32 GiB  ¥     0.811  ¥         295.87
m5.4xlarge 16 64 GiB  ¥     1.621  ¥         591.74
m5.8xlarge 32 128 GiB  ¥     3.242  ¥     1,183.40
m5.12xlarge 48 192 GiB  ¥     4.863  ¥     1,775.14
m5.16xlarge 64 256 GiB  ¥     6.485  ¥     2,366.88
m5.24xlarge 96 384 GiB  ¥     9.727  ¥     3,550.28
m4.large 2 8 GiB  ¥     0.281  ¥         102.57
m4.xlarge 4 16 GiB  ¥     0.563  ¥         205.50
m4.2xlarge 8 32 GiB  ¥     1.125  ¥         410.55
m4.4xlarge 16 64 GiB  ¥     2.250  ¥         821.10
m4.10xlarge 40 160 GiB  ¥     5.624  ¥     2,052.83
r5.large 2 16 GiB  ¥     0.244  ¥           88.99
r5.xlarge 4 32 GiB  ¥     0.487  ¥         177.90
r5.2xlarge 8 64 GiB  ¥     0.975  ¥         355.80
r5.4xlarge 16 128 GiB  ¥     1.950  ¥         711.68
r5.8xlarge 32 256 GiB  ¥     3.899  ¥     1,423.28
r5.12xlarge 48 384 GiB  ¥     5.849  ¥     2,134.96
r5.16xlarge 64 512 GiB  ¥     7.799  ¥     2,846.64
r5.24xlarge 96 768 GiB  ¥   11.698  ¥     4,269.92
r4.large 2 15 GiB  ¥     0.392  ¥         143.01
r4.xlarge 4 30.5 GiB  ¥     0.785  ¥         286.45
r4.2xlarge 8 61 GiB  ¥     1.568  ¥         572.47
r4.4xlarge 16 122 GiB  ¥     3.137  ¥     1,144.86
r4.8xlarge 32 244 GiB  ¥     6.275  ¥     2,290.23
r4.16xlarge 64 488 GiB  ¥   12.549  ¥     4,580.46

Spot Pricing

Please refer to Amazon GameLift Console to get Spot Instance prices.

Linux pricing is per instance-second consumed for each instance, from the time an instance is launched until it is terminated or stopped. While prices for Linux are listed on a per-hour basis, bills are calculated down to the second. There is a 1 minute minimum charge per instance.

*“Monthly w/ Autoscaling” is calculated using an average monthly usage of 365 hours per instance, which is based upon a typical player demand pattern for multiplayer games.

Windows

On-Demand Pricing

Region: Beijing

Instance Type vCPU Memory Hourly On-Demand
Monthly On-Demand w/AutoScaling (365 Hours)
c5.large 2 4 GiB  ¥    0.2738  ¥            99.937
c5.xlarge 4 8 GiB  ¥    0.5476  ¥         199.874
c5.2xlarge 8 16 GiB  ¥    1.0954  ¥         399.821
c5.4xlarge 16 32 GiB  ¥    2.1908  ¥         799.642
c5.9xlarge 36 72 GiB  ¥    4.9292  ¥    1,799.158
c5.18xlarge 72 144 GiB  ¥    9.8582  ¥    3,598.243
c4.large 2 3.75 GiB  ¥    0.3210  ¥         117.165
c4.xlarge 4 7.5 GiB  ¥    0.6420  ¥         234.330
c4.2xlarge 8 15 GiB  ¥    1.2838  ¥         468.587
c4.4xlarge 16 30 GiB  ¥    2.5678  ¥         937.247
c4.8xlarge 36 60 GiB  ¥    5.3240  ¥    1,943.260
m5.large 2 8 GiB  ¥    0.3286  ¥         119.939
m5.xlarge 4 16 GiB  ¥    0.6572  ¥         239.878
m5.2xlarge 8 32 GiB  ¥    1.3144  ¥         479.756
m5.4xlarge 16 64 GiB  ¥    2.6288  ¥         959.512
m5.8xlarge 32 128 GiB  ¥    5.2578  ¥    1,919.097
m5.12xlarge 48 192 GiB  ¥    7.8866  ¥    2,878.609
m5.16xlarge 64 256 GiB  ¥ 10.5154  ¥    3,838.121
m5.24xlarge 96 384 GiB  ¥ 15.7732  ¥    5,757.218
m4.large 2 8 GiB  ¥    0.4010  ¥         146.365
m4.xlarge 4 16 GiB  ¥    0.8032  ¥         293.168
m4.2xlarge 8 32 GiB  ¥    1.6054  ¥         585.971
m4.4xlarge 16 64 GiB  ¥    3.2110  ¥    1,172.015
m4.10xlarge 40 160 GiB  ¥    8.0272  ¥    2,929.928
r5.large 2 16 GiB  ¥    0.3696  ¥         134.904
r5.xlarge 4 32 GiB  ¥    0.7394  ¥         269.881
r5.2xlarge 8 64 GiB  ¥    1.4788  ¥         539.762
r5.4xlarge 16 128 GiB  ¥    2.9574  ¥    1,079.451
r5.8xlarge 32 256 GiB  ¥    5.9150  ¥    2,158.975
r5.12xlarge 48 384 GiB  ¥    8.8724  ¥    3,238.426
r5.16xlarge 64 512 GiB  ¥ 11.8298  ¥    4,317.877
r5.24xlarge 96 768 GiB  ¥ 17.7448  ¥    6,476.852
r4.large 2 15 GiB  ¥    0.5156  ¥         188.194
r4.xlarge 4 30. GiB5  ¥    1.0326  ¥         376.899
r4.2xlarge 8 61 GiB  ¥    2.0638  ¥         753.287
r4.4xlarge 16 122 GiB  ¥    4.1274  ¥    1,506.501
r4.8xlarge 32 244 GiB  ¥    8.2562  ¥    3,013.513
r4.16xlarge 64 488 GiB  ¥ 16.5124  ¥    6,027.026

Please refer to Amazon GameLift Console to get Spot Instance prices.

Spot Pricing

Windows pricing is per instance-hour consumed for each instance, from the time an instance is launched until it is terminated or stopped. Each partial instance-hour consumed is billed as a full hour.

*“Monthly w/ Autoscaling” is calculated using an average monthly usage of 365 hours per instance, which is based upon a typical player demand pattern for multiplayer games.

Amazon GameLift FlexMatch pricing

GameLift FlexMatch usage is included in the fees for GameLift if you host your games on GameLift servers. GameLift FlexMatch usage will be charged separately if you host your games on any other game server solution, including on-premises, peer-to-peer, cloud compute primitives, and GameLift FleetIQ. You are charged ¥ 133.33 per 1 million Player Packages you submit and ¥ 6.67 per Matchmaking Hour you consume.

FlexMatch counts a Player Package each time you submit a player’s request to play a game session. This package also includes player attributes used to evaluate a match.

Matchmaking Hours is calculated as the duration FlexMatch is executing a matchmaking evaluation, rounded up to the nearest 1 microsecond.

The GameLift FlexMatch free usage tier includes 50,000 Player Packages and 5 Matchmaking Hours per month for 12 months, aggregated across all matchmaking regions.

GameLift FlexMatch Pricing


 

Pricing

Player Packages

¥ 133.33 per 1 million Player Packages (¥ 0.00013333 per Player Package)

Matchmaking Hours

¥ 6.67 per 1 Matchmaking Hour (rounded up to 1 microsecond)


The complexity of your ruleset, player arrival rate, and distribution of player attributes are factors that drive Matchmaking Hours. The best way to estimate your Matchmaking Hours is to submit representative player traffic and ruleset to FlexMatch, and to monitor the real-time metric “MatchmakingSearchTime” in the console.

Generally, FlexMatch customers submitting 1 million Player Packages per month do not exceed 720 Matchmaking Hours per month. If you expect to submit more than 1 million Player Packages per month, please contact your Account Manager so that we can help you assess if additional Matchmaking Hours capacity may be required for your player traffic.

Below are some general guidelines for what determines the complexity of a ruleset:

Lower Complexity Rules

  • = or != comparison rules
  • Rules that are able to recognize a newly added player as invalid right away
  • Rules which allow for finding matches faster

Higher Complexity Rules

  • Distance rules
  • Latency rules
  • Rules that are not able to eliminate a match until the last potential player is added
  • Rules involving lists of strings
  • Rules that match large number of players per game session
  • Rules that match large number of teams per game session
  • Rules that are restrictive, which cause significantly more matches to fail the rule and require additional matching attempts

Lower Complexity Ruleset Example:

This example rule set describes a match with the following characteristics:

  • Team structure: Two single-player teams
  • Player attributes:
    • gameMode: Type of game chosen by the player (if not provided, default to "turn-based").
    • gameMap: Game world chosen by the player (if not provided, default to 1).
    • character: Character chosen by the player (no default value means that players must specify a character).
  • Match rules: Matched players must meet the following requirements:
    • Players must choose the same game mode.
    • Players must choose the same game map.
    • Players much choose different characters.

Higher Complexity Ruleset Example:

This example illustrates how to set up player teams and apply a set of rules to each team instead of each individual player. It uses a single definition to create three equally matched teams. It also establishes a maximum latency for all players. Latency maximums can be relaxed over time to complete the match. This scenario sets out the following instructions:

  • Create three teams of players.
    • Include between three and five players in each team.
    • Final teams must contain the same or nearly the same number of players (within one).
  • Include the following player attributes:
    • A player’s skill level (if not provided, default to 10).
    • A player’s character role (if not provided, default to “peasant”).
  • Choose players based on whether their skill level is similar to other players in the match.
    • Ensure that each team has an average player skill within 10 points of each other.
  • Limit teams to the following number of “medic” characters:
    • An entire match can have a maximum of five medics.
  • All players in the match must be within 50 milliseconds latency of all other players.
  • If a match is not filled quickly, relax the player latency requirement as follows:
    • After 10 seconds, allow player latency range up to 100 ms.
    • After 20 seconds, allow player latency range up to 150 ms. 

Example 1

This example illustrates a hypothetical game that consumes 25 million Player Packages and uses a simpler matchmaking ruleset that takes only 50 milliseconds to execute a 10 vs 10 matchmaking evaluation.

Monthly Player Packages Charge

The monthly Player Packages price is ¥ 133.33 per 1 million Player Packages, and the free tier provides 50,000 Player Packages per month.

Total Player Packages - Free Tier Player Packages = Monthly billable Player Packages

25,000,000 Player Packages - 50,000 Player Packages = 24,950,000 Monthly billable Player Packages         

Monthly Player Packages Charge = 24,950,000 * ¥ 133.33/M = ¥ 3,326.58

Monthly Matchmaking Hours Charge

The monthly Matchmaking Hours price is ¥ 6.67 per Matchmaking Hour and the free tier provides 5 Matchmaking Hours.

Total matches formed = Total Player Packages / players per match

Total matches formed = 25,000,000 Player Packages / 20 players per match = 1,250,000 matches

Total Matchmaking Hours = Total matches formed * Matchmaking Hours per match

Total Matchmaking Hours = 1,250,000 matches * 50 milliseconds per match / 3,600,000 milliseconds per hour = 17.361 hours

Total Matchmaking Hours - Free Tier Matchmaking Hours = Monthly billable Matchmaking Hours

17.361 Matchmaking Hours - 5 Matchmaking Hours = 12.361 Matchmaking Hours         

Monthly Matchmaking Hours Charge = 12.361 * ¥ 6.67 = ¥ 82.45

Total Monthly Charges

Total Charges = Player Packages charges + Matchmaking Hours charges = ¥ 3,326.58 + ¥ 82.45 = ¥ 3,409.03

Example 2

This example illustrates a hypothetical game that consumes 25 million Player Packages and uses a more complex matchmaking ruleset that takes 10 seconds to execute a 10 vs 10 matchmaking evaluation.

Monthly Player Packages Charge

The monthly Player Packages price is ¥ 133.33 per 1 million Player Packages, and the free tier provides 50,000 Player Packages per month. 

Total Player Packages - free tier Player Packages = Monthly billable Player Packages

25,000,000 Player Packages - 50,000 Player Packages = 24,950,000 Monthly billable Player Packages

Monthly Player Packages Charge = 24,950,000 * ¥ 133.33/M = ¥ 3,326.58

Monthly Matchmaking Hours Charge

The monthly Matchmaking Hours price is ¥ 6.67 per Matchmaking Hour and the free tier provides 5 Matchmaking Hours.

Total matches formed = Total Player Packages / players per match

Total matches formed = 25,000,000 Player Packages / 20 players per match = 1,250,000 matches

Total Matchmaking Hours = Total matches formed * Matchmaking Hours per match

Total Matchmaking Hours = 1,250,000 matches * 10 seconds per match / 3,600 seconds per hour = 3,472.22 hours

Total Matchmaking Hours - Free Tier Matchmaking Hours = Monthly billable Matchmaking Hours

3,472.22 Matchmaking Hours - 5 Matchmaking Hours = 3,467.22 Matchmaking Hours

Monthly Matchmaking Hours Charge = 3,467.22 * ¥ 6.67 = ¥ 23,126.36

Total Monthly Charges

Total Charges = Player Packages charges + Matchmaking Hours charges = ¥ 3,326.58 + ¥ 23,126.36 = ¥ 26,452.94

Data Transfer OUT from Amazon GameLift Instances To Internet

You are charged data transfer fees for traffic between your game servers and your game clients. Inbound data transfer is free. For outbound data transfer rates in Amazon Web services China (Beijing), visit the Amazon EC2 Pricing page.

Pricing Example

Auto-Scaling

This example uses a typical hourly player demand pattern for multiplayer games to illustrate Amazon GameLift pricing. In this example, we’ll assume that your game launches in Beijing and attracts 10,000 players. As shown below, the number of concurrent players follows a typical usage pattern.

Concurrent Players
AmazonGameLift_Pricing_V8

In this example, your game has the fewest number of players in the morning (800 players at 7:00 am), a spike at lunch (4,350 players at 1:00 pm), and a daily peak in the evening (6,480 players at 10:00 pm).

Amazon GameLift offers instance types with different compute, memory, and networking capabilities. We’ll assume that you decide to host your game server using c4.xlarge instances running Linux. You've profiled your game server performance and found that each c4.xlarge instance can run 4 games with up to 10 players simultaneously.

Throughout the day, as your player demand shifts, you will need more or less capacity. For example, from 7:00 am to 8:00 am you will need 20 instances to meet player demand (800 concurrent players / 10 players per game / 4 games per instance = 20 instances). Below is your instance usage over a 24-hour period.

Instance Usage
GameLift_Pricing_Chart_v5

In this example, you decide to configure Amazon GameLift to automatically scale the number of instances up and down based on your current player demand. At 7:00 AM, you use 20 active instances, while at 10:00 PM, you use 162 active instances. Amazon GameLift only charges for the capacity you use. Therefore, you are only charged 20 instance hours from 7:00 AM to 8:00 AM, and 162 instance hours from 10:00 PM to 11:00 PM. The sum of all instances running each hour over the entire 24-hour period is 1,944 instance hours.

Spot Instance Pricing

If you chose to use On-Demand instances, you would have been charged ¥ 2.773 per instance hour - the On-Demand price for an Amazon GameLift c4.xlarge instance running Linux in the Amazon Web Services China (Beijing) region. Your total daily usage of 1,944 hours at ¥ 2.773 per hour sums to ¥ 5,391 per day, or ¥ 161,730 over a 30-day month.

If instead, you chose to use Spot instances, prices for your instances would have fluctuated throughout the day – but a good rule of thumb is that Spot instances running Linux are on average 70% cheaper than the same On-Demand instances. If you did see a 70% savings, your costs would be ¥ 1,617 per day, or ¥ 48,519 over a 30-day month.

Monthly Cost Savings

If Amazon GameLift didn’t offer Auto-Scaling, but instead required you to pay for servers that run continuously all month, then your instance fees would have been ¥ 10,781 per day (¥ 2.773 * 162 instances * 24 hours) or ¥ 323,430 over a 30-day month. With Auto-Scaling, On-Demand instances would have saved you ¥ 161,700 per month, a 50% reduction over servers that run continuously all month, and Spot instances would have saved you ¥ 274,911 per month, an 85% reduction over servers that run continuously all month.

Cost of continuously running servers ¥ 323,430  
Cost w/Autoscaling and On-Demand ¥ 161,730 50% savings over continuously running servers
Cost w/Auto Scaling and Spot (estimated) ¥ 48,519 85% savings over continuously running servers

Data Transfer

We'll assume that the total amount of monthly data transfer in the Amazon Web Services China (Beijing) region from all of your game servers to your game clients is 49.82 terabytes per month. Based on standard Data Transfer rates in the Amazon Web Services China (Beijing) region, your cost for 49.82 terabytes of data transfer is ¥ 46,482 per month.

Monthly Data Transfer
Price Total
49.82 TB ¥ 0.933 per GB ¥ 46,482

 

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