Options for PVP Multiplayer Hosting
- 14 days ago
After doing some research, here is what I have found out.
For 1k peak concurrent users (CCU) on AWS GameLift it is about $239.02.
For 1k peak concurrent users (CCU) on Photon Fusion it is about $250.
With AWS GameLift it can vary a lot depending on usage, there are ways to both increase (more server extensive and packets) and decrease price (optimize, less logic on server and less packets).
Photon Fusion is a very attractive option for indie devs, because it gives 20 CCU free for developement, you get 100 CCU free for a year for first app, and can pay $100 for one year to get 200 CCU.
Photon Fusion does not seem to do persistent user data, would likely need to use different solution for things like levels, experience, or what items the player owns.
If you choose Unreal Engine (UE) that, you can use Epic Online Services EOS for voice chat, matchmaking, lobby systems, session management and other features. But can't use Photon Fusion with unreal engine, so for myself I would use AWS Gamelift if using UE.
For indie dev, first time deploying multiplayer game, possibly with less experiance I think using Unity and Photon Fusion is the way to go, Many services are free, you may only need to use external service for persistent player data and could possibly use EOS for voice chat (or exclude). But it might be harder to use EOS with unity.
I also didn't talk about unity's service because many say they perfer photon based on price and support, as well as the calculations are more complex, so I would just assume around same price as AWS GameLift.