netcode.io vs Photon Quantum
netcode.io
github.comPhoton Quantum
photonengine.comSide by side
| Figure | netcode.io | Photon Quantum |
|---|---|---|
| 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 | — |
| Plans published | 1 | 8 |
| Spec score · Game Networking Middleware | 8.4 (#5) | 8.1 (#13) |
| Backend integration | The documented connection flow has a client request a connect token from a REST API on the game's backend. | Quantum's server component can be extended to integrate with customer-hosted backends such as matchmaking, player services, and referee simulations. |
| Support | The maintainer asks users with build questions to open a GitHub issue and says he will do his best to help. | Free plans include online documentation, samples, tutorials, video streams, and help with account and billing matters; Gaming Circle offers premium development support. |
Plans
Photon Quantum
- 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 Quantum
Photon Quantum is a deterministic ECS framework for Unity online multiplayer games, with sessions listed for up to 128 players. Clients exchange player input, predict other players’ inputs locally, then restore and resimulate game state when a prediction is wrong. Quantum separates simulation from presentation: Unity supplies editor tools and the view layer, while deterministic libraries cover math, 2D and 3D physics, navigation, animation, and bots. Photon Realtime transport and Photon server infrastructure synchronize clocks and manage input latency. Developers can extend the server component to connect customer-hosted services such as matchmaking, player services, and referee simulations. Quantum 3 webhooks support room control, configuration and player-data validation, and sending match replays to a configured endpoint. Free access includes development-only service for 20 connected users or a games-only option for 100. The 100 CCU plan costs 95.00 USD once for 12 months; the 500 CCU plan is $125 a month. The Quantum Plugin SDK requires Gaming Circle or Industries Circle membership. Photon Engine states it is ISO 27001:2022 certified.