64 player shooter servers: GameLift vs Photon Cloud under 200 ms, cost per 1,000 users

GameLift vs Photon Cloud for 64-player shooters under 200 ms: cost per 1,000 users, 13 setup steps, 9 zones, and a required 9-region ping matrix. Independent technical note mirroring the canonical version: https://semble.games/blog/64-player-shooter-servers-gamelift-vs-photon-cloud-under-200-ms-cost-per-1000-users.php Sources consulted: https://www.bluusun.com/

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-10-27
DOI
https://doi.org/10.5281/zenodo.23717957
Primary Topic
Cloud Computing and Resource Management
Type
preprint
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preprint

64 player shooter servers: GameLift vs Photon Cloud under 200 ms, cost per 1,000 users

Kenji Sato
Zenodo (CERN European Organization for Nuclear Research)
Cloud Computing and Resource Management
preprint

64 player shooter servers: GameLift vs Photon Cloud under 200 ms, cost per 1,000 users

Kenji Sato
preprint en

Abstract

GameLift vs Photon Cloud for 64-player shooters under 200 ms: cost per 1,000 users, 13 setup steps, 9 zones, and a required 9-region ping matrix. Independent technical note mirroring the canonical version: https://semble.games/blog/64-player-shooter-servers-gamelift-vs-photon-cloud-under-200-ms-cost-per-1000-users.php Sources consulted: https://www.bluusun.com/

Zenodo (CERN European Organization for Nuclear Research)
Cloud Computing and Resource Management
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64 player shooter servers: GameLift vs Photon Cloud under 200 ms, cost per 1,000 users — Kenji Sato · Zenodo (CERN European Organization for Nuclear Research) (2026) | TGRS Research Map | TGRS