Free Tool
Enter your game type, player count, and tick rate. Get recommended server specs and estimated monthly cost on Gameye.
Peak containers = ceil(peak CCU / players per session). vCPU per container is based on game type preset and adjusted for tick rate (128 Hz needs ~1.8x the CPU of 60 Hz). Monthly hours assume average CCU is 30% of peak across a full month. Gameye on-demand rate is $0.07/vCPU/hr; reserved is $0.02. AWS comparison uses c8a.xlarge effective rate ($0.17/hr) plus egress at $0.09/GB.
Estimates based on Gameye published pricing ($0.07/vCPU/hr on-demand, $0.02 reserved). No egress fees. Actual costs depend on your specific workload. See full pricing.
Divide your peak concurrent players by the number of players per session. A 10,000 CCU shooter with 10-player matches needs 1,000 containers at peak. Gameye scales this automatically — you don't pre-provision fleets or manage capacity.
On Gameye, a typical shooter costs $0.01-0.05 per player per month depending on session length, tick rate, and container profile. Use the calculator above to model your specific game.
A 128-tick competitive shooter typically needs 1 vCPU and 2 GB RAM per 10-player session. The higher tick rate requires more CPU than a 30-tick casual game. Gameye qualifies every location at 5 GHz+ cores, ensuring consistent 128-tick performance.
Estimate your peak CCU, divide by players per session to get container count, then plan for 2-3x your forecast. Gameye starts new containers in 0.5 seconds and scales automatically — there's no pre-provisioning. Chivalry 2 handled 250,000 players at launch without downtime.
No. Gameye requires no SDK in your game server binary. Ship a Docker container, call a REST API. Works with any engine.
On-demand ($0.07/vCPU/hr) is pay-as-you-go with no commitment. Reserved ($0.02/vCPU/hr) is committed capacity at a lower rate. Most studios use a mix: reserved for baseline load, on-demand for peaks. See full pricing.
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