Amazon GameLift Streams FAQs
General
Open allWhat is Amazon GameLift Streams?
What are the benefits of game streaming over installing and rendering games locally?
Does Amazon GameLift Streams add latency to my game?
Can I use Amazon GameLift Streams with any game engine?
Which AWS Regions is Amazon GameLift Streams available in?
How does Amazon GameLift Streams scale?
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.
How can players access games streamed from Amazon GameLift Streams?
Is there an example web application I can use to test Amazon GameLift Streams?
Do I need to authenticate players in order for them to access Amazon GameLift Streams sessions?
What troubleshooting features does Amazon GameLift Streams provide?
Are metrics collected in real time?
Does Amazon GameLift Streams provide operational monitoring and alarming tools?
How do I iterate quickly with Amazon GameLift Streams during development?
How do I iterate quickly with Amazon GameLift Streams once my game is in production?
What is an Amazon GameLift Streams application and how is it different from my game?
What is a runtime environment?
What is a stream class?
How do I know which stream class to select?
Stream classes primarily differ in their resource allocation and tenancy:
- "Ultra" classes (like gen5n_ultra) provide dedicated resources with higher specifications (8 vCPUs, more VRAM and RAM) and 1 GPU per stream session. Start here for the most graphically intensive games that need the most processing power.
- "High" classes (like gen5n_high) offer shared resources with moderate specifications (4 vCPUs) and the GPU is shared between up to two concurrent stream sessions. Start here for games that require only moderate graphical power that have the potential to host more than one game per stream class.
- Windows-specific classes (like gen5n_win2022) are specially configured for Windows games with DirectX support.
Stream groups
Open allWhat is a stream group?
What is stream capacity?
What is a multi-location stream group?
What is a multi-application stream group?
What happens to my data when an Amazon GameLift Streams session terminates?
Does Amazon GameLift Streams allow me to update a live production stream group or revert to a previous stream group if there is a problem?
Which AWS Regions does Amazon GameLift Streams support?
Amazon 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).