200 players/room

I have been surfing the web trying to find an answer to this, but all the answers relevant to me go back to 2015 and lots of things have changed since then, hence, they are no longer relevant. My question, as the title suggests, is how to get 200 players in every room because I’m trying to make a 3D online game with all those cool online things. Note that there is a lot of interaction between the players, let aside the part where they have to kill each other lol. I’m really looking into physics in this game. I would’ve went with photon looking at the simplicity and efficiency, but, it has limited ccu which is bad for my game on its own, and it has a soft limit of 500 messages through the server per second. Considering I wanted 200 players, that just leaves 2.5 messages for each player per second. I don’t need any tutorials or anything, I just need advice on the networking to choose. All the threads from 2017ish, which is the closest ones I found to the present, told me I should use UNet, which is now deprecated and replaced. So that leaves Mirror and Netcode, out of a more recent post I read, just regarding Netcode, Mirror is very inferior to Netcode regarding my problem. Is Netcode the right option? And if it isn’t, can you please suggest me a better way/option. And I’m broke by the way.
Thanks for any/all the help.

I did my research and I might or might not have found the perfect networking for myself, there’s this one (you might have heard of it) called SmartFoxServer and apparently it has hosted a game with 100,000 people with only 0.5 CPU usage while idle and, that might not be entirely true, but I mean, let’s make that 500 times less and that’s what I need, maybe then it’ll reach 0.5 CPU usage? I mean, that’s good enough for me. It must also have a huge community out there since it’s been there since 2004 and has a hundreds of projects starting from a simple chat system to an entire virtual world.
P.s. I still need advice.

Disclaimer: I work on Photon.

Photon PUN has those limits as it’s technically not up to date anymore. I wouldn’t recommend it for a project like that.

Fusion is our state of the art solution and doesn’t have those limits (yes, they show up on the pricing page but don’t really apply). It aims to support 200 players in a session, so this could be a viable basis for your game, especially one with shooting.
This is where you can learn more and get the Fusion SDK.

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Oh wow, the perfect limit is what I’d call it. Uh, yeah, it isn’t a shooting game, it’s one with animals, but I plan on making a 2D shooting game after this, and I plan on sticking to one networking. And as I mentioned before, I was madly in love with photon before I heard of those limits. Is the pricing the same? And can I make a project in the 20 CCU version and later shift to better versions? That’d be very helpful as I obviously won’t be paying a hundred dollars just for the development. And, lastly, does fusion have clouds? Because I fear and always will fear the networking side of a game, plus, I don’t have a dedicated server.

P.s. I’ve seen you in a lot of old posts so, yeah, I know you work on photon, a shock to see you’re still active out there.

Thanks for your answer!

And since I know you’re quite the expert, do you think these are good tutorials to learn from (I couldn’t find any articles or the documentation itself):

Thanks for the nice feedback! Nice to read you are happy with our SDKs so far :slight_smile:

Fusion’s pricing is a little higher than PUN but follows the same structure: 20 CCUs are free to develop with, there is a one time “subscription” for 100 CCU running 12 months (stacking with higher tiers).
It makes use of the Photon Cloud for matchmaking and relay while NAT punch through enables direct connections to a host or server where possible (except in shared mode, where authority of objects is distributed, which can be a tradeoff in some cases).

Fusion does not yet export to WebGL. We are working on that but have no official ETA yet.

The video by Erick Passos (he’s working on Fusion) is a bit dated already. It’s from the earlier days of Fusion but very interesting because he also explains some fundamental bits about FPS control. I would say this is worth 40min of your time.
The second one is going to be much more up to date and really a tutorial. I don’t know it yet but it looks good. Would watch.

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Yes, I already am a developer for an online game made using PUN 2 (it has served us marvellously, and I must thank you all for that), but I decided it was about time to start a project of my own side-by-side.

Oh, yeah, the pricing was never what mattered to me, it was the structure. I plan on upgrading my plan as the audience rises (if it does, let’s hope it will?)

Will it be possible to make my game support WebGL when Fusion does? We can make the laptop/phone side first, so that isn’t a major setback.

Alright, I’ll definitely watch both then.

Thank you so, so much for sharing all this information. I know I’m one of the hundred people you help everyday, but you probably don’t know how much all these replies mean to me. Thanks a lot!

Oh, and does Fusion support PlayFab like the older Photon versions?

Crossing my fingers for that! :slight_smile:

In general: Yes. There is no reason to expect anything else.
To be fair, we don’t know yet how well things will run in the browser with one thread only. But Fusion is really quick to begin with.

You can use PlayFab as service for user accounts and everything else. You can authenticate PlayFab users on Photon (and deny access to anyone not having an account, optionally). Aside from that, you’d use PlayFab in parallel and there is not a lot that needs direct support by Fusion.

That put a smile on my face. Much appreciated and: You’re welcome.

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Hahaha can we not?

That’s no less than perfect for me.

That is all I needed from PlayFab.

Thanks again! And I’m definitely going to be using Photon Fusion.

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No, no, I mean: Good luck for increasing the playerbase! Sure you can :slight_smile: