Hi mikejm_,
Thanks for your question; I hope my answers here will lead to some good discussion. I’ll respond in two parts, first offering my perspective on “what is the point of something like Vivox?,” followed by a more technical post laying out the advantages versus a peer-to-peer voice implementation (which Vivox isn’t). Full disclosure: I’ve been working with Vivox for 9 years, and this first bit is pretty fluffy but also absolutely genuine.
The Vivox SDK provides a battle tested and scalable solution for voice chat across all major gaming platforms, everywhere in the world. It abstracts the network/signaling/media concerns from the developer and offers one simple API to integrate cross-platform voice and text chat between players on desktop, mobile, consoles, and many VR devices. Not only does it “just work” on all these platforms allowing players to talk together, but the audio experience, bandwidth, and CPU/memory resources are strategically optimized for each of these platforms and devices without developers needing to deal with differences in hardware, or different types of audio device (wired, wireless, mono, stereo, etc.).
Ultimately, voice chat is not the focus of game studios and game developers, and uses critical design and engineering resources—time and budget which can be better spent on your game. For Vivox, online communications is the focus, and for nearly two decades Vivox has been working to deliver the lowest latency and lowest packet loss to every geographic region, with high quality codecs, small footprint, efficient compute, and operations at any scale. Beyond the core service (which itself isn’t just voice delivery, but management of audio device selection, volume, muting, blocking, channel and participant management, media file injection, mic test, etc.), beyond this Vivox offers a complimentary suite of moderation tools to combat toxicity, such as server-side recording and the industry leading Safe Voice, along with continuous investment to ensure regulatory compliance with accessibility, privacy, and security laws around the globe.
And of course if you did have broader communication needs (or plan to expand at any point), Vivox offers text chat with history, profanity filtering, direct messaging, etc., along with text-to-speech, speech-to-text, and other value-added services in the same SDK.
For all this, Unity is a trusted partner and voice chat provider for many of the industry’s biggest studios and biggest online games. Yet Vivox provides this same world class service whether you have 10 million+ concurrent users or just 10, whether you have 2 or 2000 players talking together in a single voice channel. And to top it off, if your usage peak is under 5000 users signed into the service at once, the core offering is completely free. To have that many players playing your game not just in a month or in a day, but actually at the same moment in time represents a lot of units sold. Like, your game has to be awfully successful before getting charged, particularly on an ongoing basis rather than just once for a peak during a launch event when interest is also peak.
So if you’re small, it’s like, why not? It’s free and less hassle than rolling your own solution. And if you’re big, same thing: not free, but far quicker, cheaper, and instantly scalable than rolling your own solution. Either way you get to use the same service relied on to power voice in many of gaming’s biggest multiplayer titles, and the benefit of fully staffed Operational, Engineering, and Support teams to run and improve it year-round.