Amazon GameLift FlexMatch Pricing
With Amazon GameLift, you only pay for your usage of the Amazon GameLift service. Amazon GameLift charges for instances by duration of use and for bandwidth by quantity of data transferred.
Amazon GameLift FlexMatch
Amazon GameLift FlexMatch usage is included in the fees for Amazon GameLift if you host your games on Amazon GameLift servers. Amazon 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 Amazon GameLift FleetIQ. You are charged based on the number of Player Packages you submit and the number of Matchmaking Hours 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 Amazon GameLift FlexMatch free usage tier includes 50,000 Player Packages and 5 Matchmaking Hours per month for 12 months, aggregated across all matchmaking regions.
-
Amazon GameLift FlexMatch Pricing
Windows 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 and Windows are listed on a per-hour basis, bills are calculated down to 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:second. There is a 1 minute minimum charge per instance.
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
Lower Complexity Ruleset Example
- 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
Higher Complexity Rules
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 $20 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 * $20/M = $499
Monthly Matchmaking Hours Charge
The monthly Matchmaking Hours price is $1 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 * $1 = $12.36
Total Monthly Charges
Total Charges = Player Packages charges + Matchmaking Hours charges = $499 + $12.36 = $511.36
-
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 $20 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 * $20/M = $499
Monthly Matchmaking Hours Charge
The monthly Matchmaking Hours price is $1 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 * $1 = $3,467.22
Total Monthly Charges
Total Charges = Player Packages charges + Matchmaking Hours charges = $499 + $3,467.22 = $3,966.22