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  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload 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
      • Editor Versions
      • Performance Guarantees
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-Game Roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT Collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
        • Crowd 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
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video 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
        • Web UI
        • Online Services
          • KV Store Service
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • 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
      • 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
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
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On this page
  • Provisioned Player Hours
  • Bots (Simulated Players)
  • Included Usage
  • Overage Charges

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  1. ADMINS
  2. Pricing

Included Usage & Overages

Each Virtual World Subscription includes a certain amount of free usage. If your project exceeds the included usage, overage charges will apply at the rates detailed below

PreviousDevelopment SupportNextCloud Streaming

Last updated 13 days ago

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Provisioned Player Hours

Morpheus Platform uses the concept of Worlds - these are pre-configured templates of servers that support a certain player scale of virtual experience. In order to have users connect to your virtual experience, a World will need to be started that is running your content (aka "Mod"). There are many different sizes of worlds that can be spun up and they can be selected based on the expected number of players.

Provisioned player hours is the unit of usage for Morpheus Platform Worlds. If a World is spun up that can support 100 concurrent users for one hour, this would equate to 100 provisioned player hours of usage. Provisioned player hours are independent of the utilisation of those worlds (i.e. in this example it would be 100 provisioned player hours regardless of how many players were connected to the world during that time period).

Bots (Simulated Players)

Bots can be used to simulate players within a world and identify any issues with load/ space layout (see page on for more information).

Bots are priced at $0.01 per bot, per hour for all world sizes.

Included Usage

The Basic platform subscription tier includes:

  • 300,000 provisioned player hours

  • 20,000 bot-hours

Both of these can be used across any of the world sizes up to the 5,000 capacity world.

Note: There are zero cloud streaming hours included in the Basic Tier subscription.

Overage Charges

Rate

Worlds

$0.02 per provisioned player hour

$1.50 per stream-hour

Bots

$0.01 per bot-hour

There is no additional cost for connected users to the world template - this is already included.

bots
Cloud Streaming