Hello everyone, I wanted to try clearing things up about costs with regards to GameLift. According to the GameLift pricing page,
Amazon GameLift charges for instances by duration of use and bandwidth by quantity of data transferred.
After reading the pricing example, I have this question. How is instance usage exactly quantified? Because technically an instance will always be running x amount of server processes depending on how you configure your fleet. A lot of times, there will be no active game sessions nor players in these server processes. However, the processes will still be running if I am not mistaken. So I guess what I am trying to ask here is, are we being charged for whenever GameLift is running? For example, making GameLift AWS SDK API calls and having active game sessions/player sessions?
I have also read this article as well as this forum post that both recommend having a spot fleet as well as an on-demand fleet. So my other question is what is the benefit of doing this and if possible, could anyone provide a real-life example that would help visualize the advantages of this approach? Because I am not sure why we need on-demand fleets at all. How often are spot instances actually unavailable?
Lastly, I read this article about target-tracking auto scaling policies. In the article, they set the targeted server capacity to be 20% available game sessions. However, doesn’t this ultimately waste money if you don’t have that much traffic to your game, which results in a lot of unused game sessions? Or am I misunderstanding terms?
Thanks in advance, since as usual, this is a lot.