Cloud nodes
Dedicated capacity on the Cloud plan — sizes, autoscale, regions, draining, traffic allowance.
Sizes#
| Size | Participants | Price | Included traffic |
|---|---|---|---|
Small (s) | 500 | $0.05 / hour ($36.50 / month) | 10 TB / month per node |
Medium (m) | 2,000 | $0.15 / hour ($109.50 / month) | 10 TB / month per node |
Large (l) | 5,000 | $0.30 / hour ($219.00 / month) | 10 TB / month per node |
Ratings are for plain forwarding (SFU) with typical game audio (Opus 32 kbps with DTX, ~30 % talk time). Server-side noise suppression costs ~1.5 % of a core per denoised uplink and server mixing roughly one decoder per speaker plus one encoder per mixed downlink — see Large servers & scale for the measured numbers. Traffic above the allowance is $0.01 / GB; TURN relay above 200 GB per node-month is $0.04 / GB.
What a node is#
A node is a dedicated aurix-server media process on its own VM in the region you pick, joined to your project's cell. It carries media only — signalling, tokens and the console stay on the control plane. Nodes are provisioned on ARM machines (cax11 / cax21 / cax31) and come with their own public IP, UDP media ports, TURN and a WebTransport listener, so browsers and native clients connect to the node directly.
Lifecycle#
Add cloud node → provisioning (about two minutes: VM, aurix-server, agent, join the cell) → running → draining → stopped. Billing runs from running to stopped as a fraction of an hour, shown as node-hours. Provisioning time is not billed. A node that fails its health check keeps billing until it is stopped or replaced, which is why autoscale replaces failed nodes and the spending limit can stop them.
Drain moves sessions off the node as players leave or on the next reconnect and stops it when empty (or after 30 minutes); nobody is disconnected. Delete a project only after its nodes are stopped.
Autoscale#
On by default for new Cloud projects with a maximum node count. Rules: add a node of the project's default size when average load across running nodes exceeds 80 % for five minutes; remove the least-loaded node when load is below 35 % for fifteen minutes; never exceed the maximum or the spending limit. Autoscaled nodes are tagged in the Nodes table.
Regions#
Nodes are created in the project's home region unless you choose another; players are steered by the token endpoint (preferred region → nearest → least loaded). Cross-region channels work; audio between regions goes over the cell's backbone.
Health#
Each node heartbeats every 15 seconds with load, sessions and version. Two missed heartbeats mark it failed; its sessions reconnect to other nodes with the same token. Failed nodes are replaced automatically when autoscale is on.