Hello everyone,
I am working on a multiplayer project right now and i am in trouble with latencies with my project. I think it is because of high ping. The ping is around 108 ms and by the way i am using photon servers. I was wondering that if the ping decreases if i use “Self Hosted” option with my project. I am going to hire a fast hosting and i am going to use it with phonon. If you guys know the differences between Self Hosted and Photon servers, can you please explain me?
Can anyone explain me the differences between self hosted and photon servers, please? I would like to build a lagless game and which is why i should select the lagless option. If self hosted can ensure me this, i will prefer it. But if not, i will look for other solutions.
Photon Cloud and Photon Server (OnPremise) are about the same. You can switch quite easily from the cloud to your own server, too. Only change the PhotonServerSettings accordingly to “self hosted” and enter your server’s address.
The server does not separate players by “Game Version”. This makes the server code unwieldy, so we don’t hand out that code and all clients in one Photon Server instance can see each other (if you don’t separate them otherwise). That’s the main difference.
The OnPremise docs are here.
If this becomes lagless, depends on the distance of your customers to the server. If you have servers everywhere, you can have really low lag but that means you have to run a bunch of servers.
It’s usually more stable to try to handle lag and hide it. It’s more work at the beginning but less cost in the long run.
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Can I make my custom events into the self hosted server ? As it is not possible in photon cloud can it be possible with photon self hosted server.
Please don’t bump a ~4 year thread. We’d suggest making a new thread with more information about your issue.
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