we are developing a little mmo-like multiplayer rpg with big battlegrounds as well as small scale battles.
Currently we are using Gamelift for this, but we thought about switching to SpatialOS to increase performance.
Have aim to have 80+ players on the server and dividing the payload over multiple servers seems like a good idea.
As far as i understand SpatialOS, it is designed for semi open world games. How well does SpatialOS handle session based gamemodes with few players (5vs5, 10vs10, 5 player dungeons etc.) where a single server is enough to handle the gamelogic and player counts? Can we define custom matchmaking for these servers?
How does the scaling for the underlying server achitecture work? For example in open areas players tend to spread out, whereas in narrow areas with bottlenecks more players are in the same spot and need more computing power. Can I scale the borders of the server workers in any way with player volume?
Another question is about the pricing model. Is there anyway to get a more specific answer about the pricing for the used bandwith?
Additionally: When do you think SpatialOS with Unreal will be production ready?
Thanks in advance