What is this game doing that uses so much bandwidth? Pretty sure most games use something like 2mbps.
Your game can have zero hosting cost if you just let players host their own servers. Let people play the game they paid for, forever, instead of locking them in to playing on an AWS server then killing the game in a couple of years when it's not profitable anymore.
1. Bandwidth requirements scale quadratically with player count, since the state of each player needs to be broadcast to every player. You can optimize this with clever tricks like server-side occlusion culling, but that's heavily dependent on your specific game's mechanics, and it still doesn't address the worst case scenario of lots of players clustering in a small visible area.
2. Players are not the only entity that need to be synced. Every server-side entity affecting a client needs to have its state broadcast to that client. A dynamically destructible environment that physically interacts with players is a perfect example of this - launch a rocket at a building, compute the Voronoi fractures server-side based on impact location, sync thousands of pieces of flying concrete debris (each with its own rigid body) across all players.
Something that this article doesn't mention that's going to be a big constraint: each of your clients parsing 20mbps of updates is going to have a performance impact on those clients.
At the end of the day, you can only "democratize" while you have players, and performance constraints on end users aren't getting any looser
There are tons of reasons to not do that - for example, companies and games that have not embraced modding do not want to be competing with modified/unofficial versions of their own games’ servers (as well as the cheating issue that can bring with it)
(btw game server network data is usually trivially and insanely compressible, far more than text)
Yes I can imagine if you put all the state on the server and broadcast all that to the clients, you can easily use 20mbps for a massive game, more like 200mbps. Would also imagine it'd be insanely laggy, and not because of the bandwidth itself. At that point you're probably better off just streaming the video, cause at least clients can uh "parse" that quickly.
I can assure you that parsing 20 megabits per-second worth of packets on a client is not a significant CPU cost.
On the client these entities are usually interpolated, except the local player character, which has client-side prediction (eg. optimistic execution with rollback to apply server corrections to maintain server authority).
So it's not at all unusual to suggest that all gameplay affecting objects would be server-side. In this network model, that is the default approach.
The exception would be for entirely cosmetic FX or cosmetic debris objects that don't push back on the player.
Now you have a game with 1000 players.
That's 10 times the number of objects in the world (players have to be sent to other players, assuming you can see all the other players because they are right near you.)
Now this game sends 10-20megabits per-second.
It's just math. More players --> more bandwidth.
For example, if you have n=1000 players, and m=2000 objects, the total number of object state updates that need to be sent out is n x m.
So a 1000 player space game with 1000 players, and 2000 objects (say, 1000 other players and 1000 AI ships...), and you have O(1000 x 2000) = 2,000,000
Compare this with a more typical FPS, let's say, n=32 and m=1000 (let's be generous...).
The amount of bandwidth for that game would be O(32 x 1000) = O(32000).
Given this, it's pretty easy to see how a 1000 player space game would send more bandwidth than a regular 32 player FPS, even if it did use all the standard tricks from first person shooters, eg. snapshots, delta encoding and all that.
There's just more state to send, and in total, roughly O(n^2) bandwidth as player count n increases.
I hope your game world is small, and your player count is low, otherwise: 1) your server will be waiting for inputs from the most lagged player, 2) you will become entirely CPU bound on the client performing all this rollback.
Approaches that don't suffer from these two problems send state, yes they send a lot more bandwidth, but they scale better as the number of players n increases.
Do you really think PCs have difficulty processing 2.5 megabytes of data per-second in 2026?
I will say though, 20mbps of game bandwidth is different from video bandwidth. I'm guessing you require low latency too. And it'd be a lot for the clients to deal with, even the deserialization by itself.
* If the server player quits, the game is over, or the game developer has to implement host migration, which generally sucks. Game developers would prefer to spend this money and time making the game more fun instead.
* If the server player cooks a burrito in the microwave and is playing over wifi, maybe everybody's connection gets really bad for 60 seconds.
* At least in the USA, internet connections are highly asymmetric. It's getting better now, but 10-20 years ago, the vast majority of players would only have enough bandwidth to send and receive one client's worth of bandwidth, and would not be able to upload bandwidth for all players, especially as player counts increased.
* Cheating. The player hosting the server on their machine (if a PC) could modify code and/or memory to cheat.
* Lag switching / network shaping. The player hosting the server could time out, lag out or ruin the experience for a player they don't like.
* Host advantage. The final one is that the player hosting the server has zero lag, so has a huge advantage over other players.
For a competitive game at least, it's much better in 2026 to host your servers somewhere secure, or to have player hosted servers in a secure provider that doesn't let players do any of the things above.
For example many RTSs are networked this way. They can have thousands or tens of thousands of units, but send only inputs. The classic article on this being 1500 archers on a 28k modem: https://zoo.cs.yale.edu/classes/cs538/readings/papers/terran...
The problem is that as player counts increase, the chance that any one player is late delivering inputs to the server (or to other players, if peer-to-peer) approaches 100%.
A deterministic simulation cannot stay deterministic, unless it has the correct inputs for all players, so the game has to pause and wait for inputs for all players before stepping the authoritative game state forward.
This is why high player count games like MMOs are not usually networked deterministically.
What if you could have a 1000 player FPS, and it was networked at the same fidelity of a AAA FPS? It would certainly use more bandwidth, but what if?
I understand that those are big budget games, but there is a lot of room for improvement in 10000 kbps.
A 6v6 game of Forged Alliance (12 players each moving hundreds of units around, many with simulated projectile weapons) uses 0.3mbps.
You can fit a lot of game in 2mbit/s with a little bit of work.
If any player desynchronizes, their state has to be erased and then completely re-sent from scratch so that they can start processing inputs correctly again.
Why limit yourself to bandwidth usage designed around the turn of the century?
It's 2026. We can do better :)
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.
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:
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.
Games don't need to send much data to sync game state across clients
And you can fit exactly 10X the game in 20mbps with the same amount of work, plus some AF_XDP magic.
The number of players per-Battlefield server is 64 players.
A larger more detailed world with a higher player count, networked using quake style netcode techniques ala. Counterstrike, Titanfall, Apex Legends with snapshots and delta compression, client side prediction and lag compensation.
In short, FPS netcode scaled up to 1000 players, but applied to a space game, not an FPS, because the world doesn't need another FPS right now...
1. "I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode"
2. "If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be"
3. "overwhelming majority of people in this thread who think it's bananas."
Sorry folks, but if you want to have a positive discussion with me about game netcode this is not the way to do it.