Earlier quoted context omitted.
I'm a game developer bootstrapping an Erlang-based game server that attempts this. You don't have to send 48 bytes each frame (you can usually send only delta), and 30/sec is only necessary in a reaction-based FPS type of game. Hosting players in a local area, local meaning they can see each other and interact, is n^2. My calculations a year ago came up with a per-minute cost for the amount of AWS hardware it would r…
Is AWS feasible for large scale game hosting? I would have thought co-location would be much more economical in this case.
I'm mainly talking about EC2, since some other offerings aren't suitable for responsive games. I tried a SimpleDB backend to be hip a couple years back, but it has latency and designed failure rates that are impossible.