多人游戏有史以来发生过的最好的事情是什么?
The best thing that's ever happened for multiplayer games?

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

游戏开发者 Glenn Fiedler 指出了多人游戏领域的一个变革性转变:Amazon GameLift 宣布,第六代及以上实例将不再收取出口带宽费用。 对于开发者,尤其是那些开发高带宽、高玩家数量游戏的开发者而言,出口带宽成本历来是一笔高昂的负担。通过取消这些费用,AWS 正在推动云托管服务的普及,使独立开发者能够与大型工作室同台竞争,而无需承担巨额的带宽账单。 Fiedler 预测,此举将在未来五年内对行业产生深远影响: * **市场转型:** 多人游戏将大量迁移至 AWS,给裸机托管服务商带来巨大压力。 * **竞争格局:** 谷歌等竞争对手将被迫跟进这一举措,否则将面临退出市场的风险。 * **技术创新:** 带宽限制的消除将开启高保真、高玩家数量游戏的新时代。 归根结底,Fiedler 将此视为行业的一个里程碑时刻。他预测,摆脱“90 年代式”的带宽限制,将使开发者能够创造出比以往任何时候都更详尽、更具沉浸感且更具盈利能力的多人游戏体验。

这篇 Hacker News 帖子围绕现代多人游戏网络技术的争论展开。原作者是一位专业游戏开发者,他认为 AWS 等服务商提供的免费流出带宽,使开发者能够通过利用状态同步(而非局限的基于输入同步的联网方式)来支持规模大得多的玩家数量(例如 1,000 人)。 帖子中的批评者对此表示质疑,称每个客户端 10–20 Mbps 的带宽占用“荒谬”,并认为这可能是网络代码架构拙劣的标志。他们主张高性能游戏应当能在占用极少数据的情况下运行,并对客户端性能瓶颈以及过度依赖专有云服务商带来的风险表达了担忧。 作者则辩解称,与传统 32 人游戏不同,扩展至 1,000 名玩家会呈指数级增加状态更新需求。他指出,随着互联网基础设施的改善和带宽成本的下降,开发者不再被迫受限于世纪之交的网络技术约束。归根结底,这场讨论凸显了传统网络限制与一种新路径之间的分歧:后者通过牺牲带宽以换取在大规模、非确定性多人环境下的更高可扩展性和拟真度。
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原文

Hi, I'm Glenn Fiedler, I'm a professional game developer working on a 1000 player multiplayer space game.

These days I spend a lot of my time thinking about game server hosting costs, and especially egress bandwidth costs: the cost of bandwidth sent from my server out to players over the public internet.

This is because my space game sends a lot of bandwidth. 10-20 megabits per-second per-client, or 10-20 gigabits per-second for 1000 players.

This is way more than standard low player count games like Apex Legends, Counterstrike, Valorant and Marathon, which usually send something like 256 kbps, 512 kbps or maybe 1mbps per-client.

So when Amazon made this announcement, I was immediately interested:

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!

To understand how huge this is, consider a game with an average CCU (concurrent users) of 100,000, with each client sending 1 Mbps. The cost of egress bandwidth at list price from AWS was $1,650,791 per month. Now it's zero.

Of course, nobody would actually spend this much on egress bandwidth. At a scale of 100k average CCU, that's a hugely successful game and they'd have enough clout to be able negotiate a better deal with AWS.

But the reason why this deal is so interesting is that it is democratizing.

Now small indie teams (or even tiny space games) can get access to a deal that makes AWS compute much more attractive for hosting games vs. bare metal, even at list price.

Because of this, I make the following predictions for the next 5 years:

  • Without the egress charges keeping small games away from cloud, most new multiplayer games will migrate to AWS GameLift for server hosting from this point forward.
  • 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.

After all, if a 4K video stream costs 25mbps to view and many, or even most of us even can watch these in 2026, why can't games send 25mbps too?

Consider how many more players we can support and how much more detailed our worlds could be if we let go of bandwidth limitations circa late nineties and early 2000s?

Personally, I think it's about time that games start sending more bandwidth, and that's why I think this announcement might just be the best thing that's ever happened for multiplayer games.

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