netcode.io vs Photon Fusion
netcode.io
github.comPhoton Fusion
photonengine.comSide by side
| Figure | netcode.io | Photon Fusion |
|---|---|---|
| Price from | Free | $0.50/mo |
| Free plan | Yes | Yes |
| Free trial | — | — |
| Open source | — | — |
| Web | — | Yes |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | — | Yes |
| Android | — | Yes |
| Self-hosted | Yes | Yes |
| Plans published | 1 | 8 |
| Spec score · Game Networking Middleware | 8.4 (#5) | 8.2 (#9) |
| Support | The maintainer asks users with build questions to open a GitHub issue and says he will do his best to help. | All plans include online documentation, free samples, tutorials, video streams, and assistance with account, billing, and service-status issues. |
Plans
Photon Fusion
- Development Only 20 CCUFree
- Free 100 CCUFree
- Premium Cloud$0.50 a month
- 100 CCU$95, paid once
- 500 CCU$125 a month
- 1000 CCU$250 a month
- 2000 CCU$500 a month
- Enterprise CloudPriced on request
In their own words
netcode.io
netcode.io is a free, open-source client/server protocol for real-time multiplayer games. It uses UDP to exchange unreliable, unordered packets without TCP head-of-line blocking. Game backends can issue connect tokens that authorize clients, while servers assign connecting clients to configured slots and reject connections when slots are full. The protocol supports clean disconnects and timeouts for hard disconnects. Packets are encrypted and signed with libsodium, with protections described against crafted packets, replay attacks, and amplification attacks. IPv4 and IPv6 are supported, along with packet tagging intended to reduce Wi-Fi jitter. Implementations are listed for C, C#, Go, Rust, Unity, Unreal Engine 4, and TypeScript. Builds use CMake on Windows, macOS, and Linux, with CMake 3.16 or later and a vendored libsodium subset by default. The BSD 3-Clause project documents REST-based token requests and reports a nonce-reuse issue affecting versions 1.3.5 and earlier, fixed in 1.4.0.
Photon Fusion
Photon Fusion is a state-transfer netcode SDK for multiplayer games made with Unity, Unreal, and Godot. Its tick-based simulation supports client-side prediction and snapshot interpolation, while lag compensation addresses the delay between a client firing and the server registering a possible hit. Developers can choose full-consistency replication or eventual-consistency replication, which uses less bandwidth per object. Available network topologies include dedicated server, client host, and shared authority. Engine availability has qualifications: the product page lists all three engines, while documentation marks Unreal as early access and says Godot early access is available by contacting Photon. Dedicated-server use is described as a headless Unity build and requires third-party server orchestration at additional cost. Free plans include a 100-CCU option and a development-only option for 20 concurrent users. A one-time 100-CCU plan costs 95.00 USD for 12 months; monthly plans include 125.00 USD for 500 CCU. Premium Cloud is billed at 0.50 USD per CCU per month, with a 1,000 USD monthly minimum. All plans include online documentation, samples, tutorials, video streams, and help with account, billing, and service-status issues.