Here's an example from the horse's mouth.
"10,000 DAU (10,000 / 1000) * $1.50 * 30 = $450"
It sounds cheap to me too, ends up costing you 9 cents per copy assuming all users who bought the game play multiplayer for 5 years.
Three use cases to consider.
Subscription-based games (eg. MMOs), averaging $11 / month. Worst case scenario (all your users are active daily), that's less than 0.02% of your income going to the engine.
Freemium/microtransaction games. Considering $1.50 is somewhere between 1/10th of a transaction to 10 microtransactions depending on the game, you need roughly an extra 1-100 microtransactions per 10k daily-active users to cover the cost. That's nothing.
Ad-based games... 1000 users should be worth more than $1.50. That's not gonna happen, why would you use this.
I'm not sure what that means precisely. But any interpretation seems prohibitively expensive. (That's for GameLift)