Discover the the real costs of hosting your game, with strategic insight from Multiplay’s Paul Manuel and Larry Rye. In this talk they’ll run through five of the key factors you need to consider to control your costs and stay on top.
Together with this Unite Now session we are also hosting a Q&A here in this thread to answer as many of your questions as possible.
A team of product experts from across Unity will be fielding questions for the Live Session. Please feel free to ask your preliminary questions in this thread and continue the conversation here once the session is over.
Hi
I have a question related to hosting games
What’s the problem to create your own dedicated server (for example) and then to host the game there?
Yeah, there won’t be a great multiplayer mode but it’s better than nothing
We’re working on a more transparent pricing model, but the $1,500 is there as a guide. That’s for setup cost and the scaler, and obviously designed more with AA and AAA studios in mind. We also have a IaaS offering (bare metal) that doesn’t utilise the scaler and so can bring costs down. Best thing to do would be to get in touch with your requirements and a member of the team can talk you through some options.
No problem at all - there are a number of options available to anyone looking to go it alone (AWS, Azure, GCP, Tencent, etc). You can pay with a credit card, login and spin up your own VM.
But if you’re looking to roll a game out worldwide and want to manage all of the challenges that come with that, such as latency, failover, cost control, etc, then this is where Multiplay comes in. We manage server fleets on behalf of large studios, so they can focus on other aspects of player experience.