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API Status
  • 👋Welcome
  • 🌐What is Morpheus Platform?
    • Interoperability
  • â„šī¸Help
    • 📗Glossary
    • 🆘Support
    • Firewall problems
    • EULA
  • CREATION
    • 🎮Unreal Development
      • ⚡Get Started
        • âš’ī¸Download the Editor
        • âĢUpload Content
        • 🌎Creating your own map
        • 📝Morpheus Base Project
        • ❓Differences from Unreal
          • 🧍Character Configuration
        • 📡Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • 📚Features & Guides
        • 📒Example Plugin
          • Nameplates
          • In-game roles
        • 🏊Actor Pooling
        • 🔊Audio
        • 🎭Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • 🤖Bots
        • đŸŽ™ī¸Chat
          • Unreal Text Chat
        • đŸŽ›ī¸Control Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • 🔉Crowd Audio
        • đŸ¤ŧCrowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • 🍱Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • đŸ–Ĩī¸Loading Screen
        • ⚡Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • 🧊MML
        • đŸ•ēMotion Capture
        • 📡Networking
        • đŸ“ĸNotifications
        • Raycastable Crowd
        • 🌐Singletons
        • 📱Streaming & Multiplatform
          • GFN on mobile
        • đŸ–Ĩī¸UI
          • "UI Mode"
        • đŸ—ƒī¸User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • đŸ“ēVideo Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • 🐞Visual Debugging
          • Inspector
        • đŸĒŸWeb UI
        • 💠Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • âœˆī¸World Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • 🔑Workflows
        • â†—ī¸Upgrade the Editor
          • đŸ–Ĩī¸Version History
        • âš™ī¸Editing Project Settings
        • 📈Profiling
        • đŸ§ēMarketplace Importing
        • đŸ› ī¸Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • 📚Useful Reading
        • ⭐Best Practices
    • 🌎Worlds
      • 📩Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • 📅Running events
      • ✅Large scale events - Checklist
      • 👾Anti-Cheat (EAC)
      • 🎮Player Entry
        • 📱React Native
        • Steam
        • đŸ’ģHardware Reqs
      • đŸŽĨBroadcast
        • 📹OBS Integration
      • Failover
      • 🏁Capacity And Queue Management
  • ADMINS
    • đŸ‘ĒAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • 💲Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • âš™ī¸Settings
      • đŸ—ƒī¸Projects
  • APIs and Tooling
    • 👩‍đŸ’ģIntroduction
    • đŸ–Ĩī¸API Reference
      • Accounts
      • Datasources
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • Sessions
      • User Profile
      • World Builder
      • Worlds
    • đŸ“ĻFrontend SDKs
      • 📄Version History
      • Pixel Streaming
    • 🚀Launcher
  • Integrations
    • 📊Analytics
      • Sending events from web
      • 🎮Sending Events from Unreal
    • đŸ’ŦChat
      • 🎮Integrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
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  1. ADMINS
  2. Pricing

Cloud Streaming

Morpheus Platform utilises 2 cloud streaming service providers (Nvidia Graphics Delivery Network and Ubitus. On-demand usage of these services is charged at $1.50 per user hour.

Reservations

For larger events (e.g. >2000 attendees), or when cloud streaming capacity needs to be guaranteed, reservations can be made to ensure that enough infrastructure will be available to meet demand. These reservations should be requested by the customer to MSquared at least 4 weeks in advance, and MSquared will work with its suppliers to plan the infrastructure for the event.

Infrastructure that is reserved will need to be paid for regardless of utilisation, and additional charges on top of this usage may apply.

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Last updated 1 month ago

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