10/28/2025
If you’re building a real-time multiplayer game, this should matter to you:
Framework Bandwidth Used
Unity NGO ~185 kbytes/s
Photon Fusion 2 ~112 kbytes/s
Reactor ~15 kbytes/s
And before anyone asks:
roughly 5 kbytes/s of each number is protocol overhead, so the actual compression advantage is even bigger.
This isn’t a cherry-picked micro-benchmark. It’s the exact same scene, same movement data, same update rate — just different frameworks. Reactor’s transform compression blows the others out of the water, period.
That kind of margin doesn’t just save bandwidth — it means:
You can support way more players per server
You get smoother play on bad networks (mobile, Wi-Fi, etc.)
You spend less on hosting
You’re not shackled by Unity’s or Photon’s bloat
If you want to talk to us, you can join us on discord
👉 https://discord.gg/vWeTvPB
Github repo (so you can verify it yourself):
👉 https://github.com/KinematicSoup/benchmarks
If you’re serious about real-time multiplayer and not just ticking a feature box, Reactor is extremely hard to ignore.