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AWS AWSCloudFormation documentation change

Service: AWSCloudFormation · 2026-01-19 · Documentation low

File: AWSCloudFormation/latest/TemplateReference/aws-resource-gameliftstreams-streamgroup.md

Summary

Rewrote stream group documentation with detailed capacity management explanations and billing models.

Security assessment

The changes focus on resource allocation and cost management without security implications. No security controls or vulnerabilities are mentioned.

Diff

diff --git a/AWSCloudFormation/latest/TemplateReference/aws-resource-gameliftstreams-streamgroup.md b/AWSCloudFormation/latest/TemplateReference/aws-resource-gameliftstreams-streamgroup.md
index 8d1c95bac..494ec40cd 100644
--- a//AWSCloudFormation/latest/TemplateReference/aws-resource-gameliftstreams-streamgroup.md
+++ b//AWSCloudFormation/latest/TemplateReference/aws-resource-gameliftstreams-streamgroup.md
@@ -9 +9 @@ This is the new _CloudFormation Template Reference Guide_. Please update your bo
-The `AWS::GameLiftStreams::StreamGroup` resource defines a group of compute resources that will be running and streaming your game. When you create a stream group, you specify the hardware configuration (CPU, GPU, RAM) that will run your game (known as the _stream class_), the geographical locations where your game can run, and the number of streams that can run simultaneously in each location (known as _stream capacity_). Stream groups manage how Amazon GameLift Streams allocates resources and handles concurrent streams, allowing you to effectively manage capacity and costs. 
+Stream groups manage how Amazon GameLift Streams allocates resources and handles concurrent streams, allowing you to effectively manage capacity and costs. Within a stream group, you specify an application to stream, streaming locations and their capacity, and the stream class you want to use when streaming applications to your end-users. A stream class defines the hardware configuration of the compute resources that Amazon GameLift Streams will use when streaming, such as the CPU, GPU, and memory. 
@@ -11 +11 @@ The `AWS::GameLiftStreams::StreamGroup` resource defines a group of compute reso
-There are two types of stream capacity: always-on and on-demand. 
+Stream capacity represents the number of concurrent streams that can be active at a time. You set stream capacity per location, per stream group. The following capacity settings are available:
@@ -13 +13 @@ There are two types of stream capacity: always-on and on-demand.
-  * **Always-on** : The streaming capacity that is allocated and ready to handle stream requests without delay. You pay for this capacity whether it's in use or not. Best for quickest time from streaming request to streaming session. Default is 1 (2 for high stream classes) when creating a stream group or adding a location.
+  * **Always-on capacity** : This setting, if non-zero, indicates minimum streaming capacity which is allocated to you and is never released back to the service. You pay for this base level of capacity at all times, whether used or idle.
@@ -15 +15,3 @@ There are two types of stream capacity: always-on and on-demand.
-  * **On-demand** : The streaming capacity that Amazon GameLift Streams can allocate in response to stream requests, and then de-allocate when the session has terminated. This offers a cost control measure at the expense of a greater startup time (typically under 5 minutes). Default is 0 when creating a stream group or adding a location.
+  * **Maximum capacity** : This indicates the maximum capacity that the service can allocate for you. Newly created streams may take a few minutes to start. Capacity is released back to the service when idle. You pay for capacity that is allocated to you until it is released.
+
+  * **Target-idle capacity** : This indicates idle capacity which the service pre-allocates and holds for you in anticipation of future activity. This helps to insulate your users from capacity-allocation delays. You pay for capacity which is held in this intentional idle state.