if provide server hosting?

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peteo
edited October 2011 in Photon Server
I want to know that Do you provide server hosting ?

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  • Tobias
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    Not yet but in a few weeks. We're working on a hosted solution. It will be turn-key: Register and use it. Next to no setup and we keep the server's up to date.
  • peteo
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    Thank you!
    By the way , will it pay an additional cost ? About how much a year ?
  • Tobias
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    Not yet decided. It will be a monthly fee, most likely.
  • Tobias wrote:
    Not yet but in a few weeks. We're working on a hosted solution. It will be turn-key: Register and use it. Next to no setup and we keep the server's up to date.

    You'll keep self-hosting available won't you?
  • Tobias
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    Yes, self hosting will stay. The upcoming hosted solution is just an alternative.
  • dreamora
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    Would have been funny if self hosting went away as ExitGames came from that end after all :)

    But I love that you are going to offer it as an alternative, will surely attract more to the field that don't have the expertise or nerve to hunt eternities for an adequate host
  • Tobias wrote:
    Yes, self hosting will stay. The upcoming hosted solution is just an alternative.

    Good :)

    I wait with anticipation!
  • A limited free hosting on which we could test/develop beta versions would be totally awesome. Even limited to 5-10 connections for registered beta-testers would be enough. ;)

    Perhaps you could also provide some sort of scheduled stress tests where bots connect massively to test if the game can deal with it.
  • Will there be a non-Unity hosting options? we are looking for a small solution for game networking without the hassle of setting up our own server.

    Is there any other solution that we missed? Thanks!
  • dreamora
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    LoadBalancing is not limited to unity, you can work with it from any platform basically.

    Unity just has an additional SDK for it, the PUN, that replicates unity networking through this loadbalancing photon application
  • Kaiserludi
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    dreamora wrote:
    LoadBalancing is not limited to unity, you can work with it from any platform basically.

    Unity just has an additional SDK for it, the PUN, that replicates unity networking through this loadbalancing photon application
    Well something similar currently is also in the planning/making for some other clients, to make it even simpler to use Photon.

    Nevertheless you already can use the Photon cloud from other platforms then unity, as long as there already is a Photon 3 client SDK out there for them (for iOS, Windows and Android the first versions will probably get life tomorrow, for Marmalade probably next week, I can't give any estimate about any other platforms).
  • Tobias
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    In reality, it will be pretty hard to deduce the workflow for Loadbalancing, if we didn't implement it on some platform. On the other hand, it's not impossible ;)

    Local Aliens: Let us know your target platform.
  • Tobias: we are targeting iOS devices using Objective-C
    We managed to use Amazon EC2 as hosting option, and it took us a while to get things rolling :) but we did manage to do so...

    It would be great to have a guide or how-to document for beginners on how to set up Photon using Amazon EC2. We would be more than glad to assist in writing the guide and share our experience with the rest of the community.

    Furthermore, going with Amazon EC2 could be a quick and affordable choice for many developers, where an Amazon Machine Image (AMI) could be created in EC2 with Photon Engine.
  • Tobias
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    Yes, we've used EC2 for a while and there is a short firewall setup guide in our DevNet.
    We found out that EC2's (UDP) performance is not as good as it could be. Other hosters, including AirVm or Rackspace, support more CCUs for the same money.

    Because of that, it's unlikely we go though the work of providing AMIs in the future, even though that's a good idea by itself.
    We hope you can come up with your own AMIs that reduce your overhead.

    About iOS and Loadbalancing:
    We have that on our map, so it's coming relatively soon. What's your schedule?
    In worst case, start development without the Loadbalancing workflow for the client and add this later on, when we released the fitting framework. It just adds a "layer" before you get into a room, where you play just like in plain Lite.