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Third Party Photon for a bigger game

Discussion in 'Multiplayer' started by Xazerek, Nov 14, 2015.

  1. Xazerek

    Xazerek

    Joined:
    Nov 3, 2014
    Posts:
    134
    Hi!
    If i buy 1,000 CCU on Photon, will I be able to run one big room for 1k players without lags?
    For example for MMORPG game?

    (I did a lot using photon, and i want to stay with this networking engine)
     
  2. Que

    Que

    Joined:
    Mar 14, 2014
    Posts:
    135
    Photon are made for multiplaying games. I suggest that you try the free version, then the 100's before buying the 1000 CCU. I hope that make sense.

    Best regards,
    EM @ KING.NET
     
  3. BackwoodsGaming

    BackwoodsGaming

    Joined:
    Jan 2, 2014
    Posts:
    2,229
    Lag is caused by how you design your game, not necessarily the number of client licenses you have for your server. Not having enough CCUs will prevent players from logging into the game at all. I would do like Que and if you are looking at Photon, develop your game with the free version and use that to get everything optimized. Need to beat lag issues for a small number of players before you start thinking about huge numbers.
     
  4. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,021
    Our Photon Cloud solution is not built to scale to 1000 players in one room. It's focused on smaller player numbers. How many you can have, depends a lot on your code, too. I guess at about 60, it becomes really hard to get it stable.

    You would need more control about what you send to which clients. This could be done with your own code via the Photon Server SDK.
     
  5. Xazerek

    Xazerek

    Joined:
    Nov 3, 2014
    Posts:
    134
    @tobiass Will you ever make Photon edition that will handle more players in one room?
     
  6. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,021
    @Xazerek: Hard to say.
    More players mean more traffic. At some point, you need to optimize traffic and skip updates for individual players. That's quickly complicated and often needs customization per game to work well. And that's harder to develop and harder to sell, too.
    How many users to you target?