Quotas
This page lists all known system limitations that developers should be aware of when using GameFabric Multiplayer Services.
Server limitations
Game Servers per baremetal Node
- Limit: 150 Game Servers per baremetal node
- Description: Each node in the GameFabric baremetal cluster can host a maximum of 150 game server instances simultaneously.
Game Servers per cloud Node
- Limit: 100 Game Servers per cloud node
- Description: Each node in the GameFabric cloud cluster can host a maximum of 100 game server instances simultaneously.
Node drain eviction behavior
- Limit: Node maintenance drain can evict game servers.
- Description: During required node drain, this behavior is system-enforced. Allocated game servers under 24 hours old receive a shutdown hint at their 24-hour age, and allocated game servers over 24 hours old receive a shutdown hint set to current time + 1 hour. Ready or unallocated game servers are evicted immediately.
For full lifecycle guidance, see Requirements and best practices.
Environment limitations
Name length
- Limit: 4 letters maximum
- Description: The name of an Environment uniquely identifies it and is restricted to a maximum of 4 letters. Common names are "prod", "stge" and "dev".
Container limitations
User ID
- Limit: uid 1000 enforced via pod security context
- Description: GameFabric sets
runAsUser: 1000in the Kubernetes pod security context. This means the container process always runs as uid 1000, regardless of theUSERinstruction in the Dockerfile.
To avoid file permission issues, create a user with uid 1000 in your Dockerfile and ensure all files the game server needs are owned by or readable by uid 1000. If the Dockerfile creates files owned by a different uid, the process may not be able to access them at runtime.
Container image setup
When building your container images, make sure to configure the user as shown in the Building a Container Image guide.
Logging limitations
Limits for game server logging apply both per game server and globally. Exceeding the limits will cause log lines to be dropped. Burst amounts allow for temporarily exceeding rate limits, for example if the logging frequency is higher during start up.
Log throughput per game server
- Limit: 100 lines per second per game server (with a burst size of 500 lines)
- Description: If a game server exceeds this logging rate, additional log lines may be dropped.
Global log throughput
- Limit: 10 megabytes per second globally (with a burst size of 50 megabytes)
- Description: If your aggregated log stream exceeds this rate, additional log lines may be dropped.
Metrics limitations
Limits for game server metrics apply per game server.
- Metric ports: A maximum of 10 metric ports across all containers.
- Sample limit: A maximum of 30 samples per scrape.
- Series limit: A maximum of 60 unique series over 24 hours.
If a game server exceeds the sample limit or the series limit, GameFabric discards all metrics of that game server. See Scraping and limits.
Additional information
For questions about increasing these limits or if you encounter other limitations not documented here, please contact GameFabric support.