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Comparison
ODIN has been built from scratch by industry leading voice engineers with your privacy and security in mind. In addition, ODIN provides the following key features:
- Ultra-low latency and extremely low resource usage
- Best-in-class voice quality with noise suppression
- Built-in data protection and fully GDPR compliant
- Support for thousands of concurrent users chatting at the same time with native 3D spatial audio support
- Deep Unity and Unreal Engine integration
- Zero maintenance and operations for clients but support for self-hosting if they want to (for sensitive areas)
This table should give you an overview how ODIN compares to other solutions.
Feature | ODIN | Photon | TeamSpeak | Agora | Vivox | EOS |
---|---|---|---|---|---|---|
Hosting & Pricing | ||||||
Cloud hosting Let us deal with the setup, administration and bandwidth costs. ODIN leverages worldwide production-ready and battle-tested server infrastructure from 4Netplayers, who have been providing voice and game servers for more than 20 years. | ✔ | ✔ | ✕ | ✔ | ✔ | ✔ |
Let us deal with the setup, administration and bandwidth costs. ODIN leverages worldwide production-ready and battle-tested server infrastructure from 4Netplayers, who have been providing voice and game servers for more than 20 years. | ||||||
Self hosting ODIN infrastructure can be hosted on-premise. Run our server software on your own infrastructure allowing you complete control and customization of your deployment environment. ODIN comes with Docker support for easy deployment wherever needed. | ✔ | ✔ | ✔ | ✕ | ✕ | ✔ |
ODIN infrastructure can be hosted on-premise. Run our server software on your own infrastructure allowing you complete control and customization of your deployment environment. ODIN comes with Docker support for easy deployment wherever needed. | ||||||
Traffic included Traffic costs can grow significantly if voice chat is used heavily or by many users and it’s hard to estimate those costs. Every month will have its surprise day when you get your invoice. Deals made for 4Netplayers with cloud and server providers all over the world allow us to include traffic costs in all our tiers. No hidden or hard to estimate costs for you. | ✔ | ✕ | ✕ | ✕ | ✔ | ✔ |
Traffic costs can grow significantly if voice chat is used heavily or by many users and it’s hard to estimate those costs. Every month will have its surprise day when you get your invoice. Deals made for 4Netplayers with cloud and server providers all over the world allow us to include traffic costs in all our tiers. No hidden or hard to estimate costs for you. | ||||||
Users per room How many users can join the same room to talk together. MMORPGs or larger battle royal games should be able to bring hundreds of users together. There is no limit for users per room at ODIN. However, there is a technical limit that depends on the implementation (i.e. a lot of voice communication, or more text and simple data). 2000 users should be no issues at all. | 2000+ | 50 | 1000 | 128 | 16 | |
How many users can join the same room to talk together. MMORPGs or larger battle royal games should be able to bring hundreds of users together. There is no limit for users per room at ODIN. However, there is a technical limit that depends on the implementation (i.e. a lot of voice communication, or more text and simple data). 2000 users should be no issues at all. | ||||||
Platform & Engine Integration | ||||||
Deep Unity Integration ODIN provides a full-featured Unity SDK and leverages Unity’s audio processing pipeline for capture and playback. Developers work with Unity tools they know like AudioSource and AudioMixers and get 3D positional audio automatically. ODIN fully integrates into more advanced 3D audio solutions and comes with a couple of examples and scripts for easy integration of different materials and their damping effects (like glass or concrete). | ✔ | ✔ | ✕ | ✔ | ✕ | ✕ |
ODIN provides a full-featured Unity SDK and leverages Unity’s audio processing pipeline for capture and playback. Developers work with Unity tools they know like AudioSource and AudioMixers and get 3D positional audio automatically. ODIN fully integrates into more advanced 3D audio solutions and comes with a couple of examples and scripts for easy integration of different materials and their damping effects (like glass or concrete). | ||||||
Deep Unreal Engine Integration Many voice SDKs are just a wrapper around browser based WebRTC libraries. ODIN offers native Unreal Engine (UE4 & UE5) support with simple to use Blueprint support for easy and reliable voice integration. Use the tools you know within the Unreal Engine. | ✔ | ✔ | ✕ | ✕ | ✕ | ✔ |
Many voice SDKs are just a wrapper around browser based WebRTC libraries. ODIN offers native Unreal Engine (UE4 & UE5) support with simple to use Blueprint support for easy and reliable voice integration. Use the tools you know within the Unreal Engine. | ||||||
Unreal Engine 5 support Unreal Engine 5 is best suited for large open-world games. This requires a reliable voice technology for as many users. ODIN is a great fit and offers full Unreal Engine 5 support. | ✔ | ✕ | ✕ | ✕ | ✕ | ✔ |
Unreal Engine 5 is best suited for large open-world games. This requires a reliable voice technology for as many users. ODIN is a great fit and offers full Unreal Engine 5 support. | ||||||
Web Support ODIN is available for the web as vanilla JavaScript script or npm package and can be integrated into websites or apps built with web technologies (like Angular, Vue, React, ReactNative, Svelte, …) in a couple of minutes. ODIN cross-platform compatibility allows users to interact (i.e. chat, realtime data synchronization) with each other independently where they are. Think about users talking within a CRM tool with users running in a virtual VR shopping center. All this is possible with ease with ODIN. | ✔ | ✕ | ✕ | ✔ | ✕ | ✕ |
ODIN is available for the web as vanilla JavaScript script or npm package and can be integrated into websites or apps built with web technologies (like Angular, Vue, React, ReactNative, Svelte, …) in a couple of minutes. ODIN cross-platform compatibility allows users to interact (i.e. chat, realtime data synchronization) with each other independently where they are. Think about users talking within a CRM tool with users running in a virtual VR shopping center. All this is possible with ease with ODIN. | ||||||
Swift SDK Apple developers are picky about their tools as they are used to work with the best tech. Our Swift SDK offers a quick and easy integration into the Apple eco-system. The SDK comes with Playgrounds to learn the SDK very quickly and integrates seamlessly with AVAudioEngine. | ✔ | ✕ | ✕ | ✔ | ✕ | ✕ |
Apple developers are picky about their tools as they are used to work with the best tech. Our Swift SDK offers a quick and easy integration into the Apple eco-system. The SDK comes with Playgrounds to learn the SDK very quickly and integrates seamlessly with AVAudioEngine. | ||||||
Core Communication Features | ||||||
Native Spatial Audio Spatial audio is a feature that allows users to experience enhanced immersion and a sense of presence by creating a 3D soundscape that reflects the positions and movements of the participants within a virtual environment. This can help to create a more engaging and realistic experience for users, as the sound seems to be coming from the direction of the speaker, rather than from a fixed position in the room. | ✔ | ✕ | ✔ | ✔ | ✔ | ✕ |
Spatial audio is a feature that allows users to experience enhanced immersion and a sense of presence by creating a 3D soundscape that reflects the positions and movements of the participants within a virtual environment. This can help to create a more engaging and realistic experience for users, as the sound seems to be coming from the direction of the speaker, rather than from a fixed position in the room. | ||||||
Client-Server There are two basic networking topologies possible: Peer to Peer and Client-Server. In peer to peer solutions there is no central hub but each user must send his data to each other user. Data traffic grows exponentially with each additional user and does not work for more than 4 users reliable. Not considering issues with firewalls, NAT and many other shortcomings. Client-server software has a central hub and can handle thousands of users. | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
There are two basic networking topologies possible: Peer to Peer and Client-Server. In peer to peer solutions there is no central hub but each user must send his data to each other user. Data traffic grows exponentially with each additional user and does not work for more than 4 users reliable. Not considering issues with firewalls, NAT and many other shortcomings. Client-server software has a central hub and can handle thousands of users. | ||||||
Latest technology Most voice SDKs are built on top of WebRTC. WebRTC is a monstrous library to manage all sorts of real-time communication into browsers. WebRTC is a very old and very complex piece of software. ODIN is built from scratch on latest tech like HTTP3/QUIC on a proprietary protocol that is developed with deep game engine integration and spatial 3D audio support in mind. | ✔ | ✔ | ✕ | ✕ | ✕ | ✕ |
Most voice SDKs are built on top of WebRTC. WebRTC is a monstrous library to manage all sorts of real-time communication into browsers. WebRTC is a very old and very complex piece of software. ODIN is built from scratch on latest tech like HTTP3/QUIC on a proprietary protocol that is developed with deep game engine integration and spatial 3D audio support in mind. | ||||||
Multi-room support Voice solutions typically use a room or channel based approach where all users connected to the same room or channel can talk to each other. Some use-cases require users to be able to join multiple rooms at the same time. ODIN comes with native multi-room support. Every user can join as many rooms as they like. There can be a 3D positional audio chat that mimics real voice and in addition to that users can have a walkie-talkie to talk to users that are out of reach. You can also define rooms that are just used to real-time data synchronization. | ✔ | ✕ | ✔ | ✔ | ✔ | ✕ |
Voice solutions typically use a room or channel based approach where all users connected to the same room or channel can talk to each other. Some use-cases require users to be able to join multiple rooms at the same time. ODIN comes with native multi-room support. Every user can join as many rooms as they like. There can be a 3D positional audio chat that mimics real voice and in addition to that users can have a walkie-talkie to talk to users that are out of reach. You can also define rooms that are just used to real-time data synchronization. | ||||||
Intrinsic data protection ODIN is completely stateless. The authentication works with a single token created by you per user and room that stores everything required for the service. This token is not stored anywhere in the ODIN infrastructure. Rooms are automatically created once the first user joins the room and are deleted once the last user left the room. There is no database in the background. ODIN does not collect or store any data at all. | ✔ | ✕ | ✕ | ✕ | ✕ | ✕ |
ODIN is completely stateless. The authentication works with a single token created by you per user and room that stores everything required for the service. This token is not stored anywhere in the ODIN infrastructure. Rooms are automatically created once the first user joins the room and are deleted once the last user left the room. There is no database in the background. ODIN does not collect or store any data at all. | ||||||
Real-time data synchronization ODIN allows developers to sync data per user and per room in real-time. Whenever something changes in this data-set, it’s synced with all other users connected to the same room in real-time. You can sync the players positions in real-time (i.e. geolocation in met averse applications) or a text-chat-history in a room with easy. | ✔ | ✔ | ✕ | ✕ | ✕ | ✔ |
ODIN allows developers to sync data per user and per room in real-time. Whenever something changes in this data-set, it’s synced with all other users connected to the same room in real-time. You can sync the players positions in real-time (i.e. geolocation in met averse applications) or a text-chat-history in a room with easy. |