3 ms·
Agreed on Pages, though I'm not using that personally. I forgot to mention about pricing. We've taken the approach of estimating a "worst case" time per object
by crabmusket 3y ago
Agreed on Pages, though I'm not using that personally.
I forgot to mention about pricing. We've taken the approach of estimating a "worst case" time per object and requests/second rate. E.g. we assume a worst case of 30 req/s for the lifetime of the project, based on 3 users simultaneously sending updates at a rate of 10/sec each. And maybe we assume 1-2 hours of cumulative time spent in the editor per object. Multiply that out to get a value of GB-seconds per object, multiply by the respective prices, and add to get the total "expected lifetime cost per thing".
(We're not actually using durable objects' built-in storage, so this would indeed be complicated by trying to price that in. We only wanted DOs for coordination.)
If it's hard to estimate the total lifetime of a thing, you could estimate against something like how many hours can/will each user spend in your app per month, and come up with a monthly benchmark price. We haven't done that as the objects we deal with have naturally limited lifespans, and our pricing is tied to the number of these objects created anyway.