Failure to scale down

Note: The content on this page pertains to Managed Game Server Hosting (Clanforge). If you’re using Game Server Hosting (Multiplay), refer to the Game Server Hosting (Multiplay) documentation.

The following list details common reasons why a fleet region might fail to scale down.

  • Because the scaling buffer values are set too high, there are more servers available than necessary.
  • The shutdown TTL or delete TTL values are set too high. The higher these values, the longer it takes for machines to scale down. Refer to the machine life cycle.
  • Empty game servers (that's, game servers without players) are failing to deallocate when a game session completes and all players leave the match. This prevents the machine life cycle from initiating the TTL timers until all the game servers are deallocated.