Amazon GameLift Streams FAQs
General
Open allAmazon GameLift Streams is available in the following AWS Regions: us-east-1 (N. Virginia), us-east-2 (Ohio), us-west-2 (Oregon), ap-south-1 (Mumbai), ap-northeast-1 (Tokyo), ap-northeast-2 (Seoul), ap-southeast-2 (Sydney), eu-central-1 (Frankfurt), eu-west-1 (Ireland), eu-west-2 (London), eu-north-1 (Stockholm), and sa-east-1 (São Paulo).
Amazon GameLift Streams offers two types of scaling through stream capacity — the maximum number of concurrent streams that can be active at a time:
- Always-on capacity: Pre-allocated resources that are ready to handle stream requests without delay.
- On-demand capacity: Resources that are allocated in response to stream requests and de-allocated when sessions terminate.
You can adjust both types of capacity at any time to meet changes in user demand. If you provision a mix of the two in a single stream group, Amazon GameLift Streams fulfills streaming requests using always-on capacity first, then provisions on-demand capacity as needed.
A runtime environment in Amazon GameLift Streams is the underlying operating system and software environment that runs your game on the Amazon GameLift Streams capability. Available options include Microsoft Windows Server 2022 Base, Ubuntu 22.04 LTS, and Proton. Each runtime environment offers different compatibility and performance characteristics, allowing you to choose the best option for your game. To get started and iterate quickly, select Windows for ultimate game compatibility; then test with Proton to achieve multi-tenancy at scale.
A stream class in Amazon GameLift Streams defines the compute resources used to run and stream your game. Each stream class offers different combinations of CPU, GPU, RAM, and other specifications to meet your performance needs and budget requirements. The stream class you choose directly impacts both streaming quality and cost.
Stream classes primarily differ in the level of resources available to each session. Some, like gen6n_ultra_win2022, provide a full EC2 instance with dedicated GPU access. Start here for graphically intensive games that target modern gaming PCs.
“High,” “medium,” and “small” stream classes offer a lower cost per session by subdividing EC2 instance resources, including the GPU, across multiple sessions. Start here for games that are older or require only moderate graphical power.
Stream class selection also includes the choice of operating system, either Windows Server 2022 Base or Ubuntu 22.04 LTS. Start with a Windows-based stream class unless you have other specific technical needs.
Stream groups
Open allAmazon GameLift Streams provisions capacity at the locations you have selected. The locations indicate where GameLift Streams hosts your application and streams sessions. By default, you can stream from the same location where you created your stream group, known as the primary location. Additionally, a stream group can extend its coverage to stream from other supported locations. You can choose from the following AWS Regions to be your primary location: US East (Ohio), US West (Oregon), Asia Pacific (Tokyo), and Europe (Frankfurt).
Each primary location can also extend coverage to additional locations for lower latency streaming. In addition to the AWS Regions listed above, we offer two remote locations that can be managed from your primary location: US East (N. Virginia) and Europe (Ireland).
Compatibility
Open allAmazon GameLift Streams uses Microsoft Windows Server 2022 Base as its Windows runtime environment. This platform provides support for DirectX 12 and DirectX 11, enables compatibility with Unreal Engine 5.x applications, and supports both 32-bit and 64-bit applications as well as anti-cheat technology.
Streaming
Open allService quotas
Open allBilling
Open allSecurity
Open allYes, Amazon GameLift Streams supports anti-cheat technology when using Windows-based stream classes. These stream classes run on Microsoft Windows Server 2022 Base and are specifically compatible with anti-cheat software, allowing you to implement additional security measures for your games software, allowing you to maintain any existing protections built into your games..