OVH vs Socket.IO: What are the differences?
Developers describe OVH as "Dedicated infrastructure for your business". Hundreds of new servers are installed in our 12 datacenters everyday. For our clients, this guarantees bare-metal resources accessible in less than an hour, and the liberty to use it to rollout the software of their choice. The many functions available on our dedicated servers allow our clients to manage their infrastructure autonomously. On the other hand, Socket.IO is detailed as "Realtime application framework (Node.JS server)". Socket.IO enables real-time bidirectional event-based communication. It works on every platform, browser or device, focusing equally on reliability and speed.
OVH and Socket.IO are primarily classified as "Dedicated Cloud Hosting" and "Realtime Backend / API" tools respectively.
Some of the features offered by OVH are:
- Delivery of servers in less than an hour 24/7/365
- Full user control
- Guaranteed bandwidth
On the other hand, Socket.IO provides the following key features:
- Real-time analytics - Push data to clients that gets represented as real-time counters, charts or logs.
- Binary streaming - Starting in 1.0, it's possible to send any blob back and forth: image, audio, video.
- Instant messaging and chat - Socket.IO's "Hello world" is a chat app in just a few lines of code.
"Cost effective" is the top reason why over 51 developers like OVH, while over 186 developers mention "Real-time" as the leading cause for choosing Socket.IO.
Socket.IO is an open source tool with 46.9K GitHub stars and 8.54K GitHub forks. Here's a link to Socket.IO's open source repository on GitHub.
Rainist, PedidosYa, and Trello are some of the popular companies that use Socket.IO, whereas OVH is used by Webedia, Flat, and Critizr. Socket.IO has a broader approval, being mentioned in 560 company stacks & 395 developers stacks; compared to OVH, which is listed in 66 company stacks and 24 developer stacks.
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What is Socket.IO?
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We use Hetzner Online AG since the inception of our business, because of the great prices, marvelous support and great interface (especially the new cloud interface). Other options that we tested are DigitalOcean (was more expensive than the new hetzner cloud and didn't offer "huge" dedicated servers), @Vultr (about the same issue as with DigitalOcean , although the prices were better), OVH (Prices, old interface, no "tiny" packages and [at least back at the day] only monthly payment) and Living Bots (Only dedicated servers, too expensive for our needs).
Hetzner offered the best spectrum of servers and has great prices and REALLY great prices in the server auctions.
I use Socket.IO because using HTTP requests for a real-time multiplayer game just blows! Even with websockets, I had to scrunch the data being transmitted down to a bare minimum, and do some cheap compression tricks so that I can send data in JSON format. Otherwise, I would have to resort to sending binary data. I may end up doing that anyway when the time comes that I need to scale.
How do I use it? Each client opens a socket connection at startup. The server keeps track of these connections, and sends each client the visible portion of the Playfield repeatedly. The clients render this information, while sending requests and commands to the server (join,turn,fire,thrust,bomb,viewport change,etc.) in response to the player's actions. The server uses that to make adjustments to the player's ship on the Playfield.
Where we have browser support (recent Chrome, Firefox, and Safari), we make a WebSocket connection so that the server can push changes made by other people down to browsers listening on the appropriate channels. We use a modified version* of the Socket.io client and server libraries that allows us to keep many thousands of open WebSockets on each of our servers at very little cost in terms of CPU or memory usage. So when anything happens to a board you’re watching, that action is published to our server processes and propagated to your watching browser with very minimal latency, usually well under a second.
Socket.IO has a decent community footprint, including integrations with popular JS frameworks, and has fallbacks to maintain an app's services if websockets are not available for some reason. Websockets are an important factor in most of the web-facing apps I build, to provide asynchronous two-way communication between the app and whatever server or data source it is connected to.
We use OVH to host the majority of our servers spread across the globe. This allows us to have a single point of contact for our main hosting when issues arise as well as giving us the ability to quickly failover servers when needed. OVH also helps us by keeping the price we pay for servers down therefore keeping the fees on our products themselves down.
Another one that we're not using, yet. But have realtime data updates within our applications and the central API will be a great bit of functionality that gives our clients more control and keep them informed of changes and updates in their stores, in real time.
Socket.io is used as our current multiplayer engine. The existing engine is very simplistic and only utilizes the websocket+http fallback transports and serves as a generic world/zone/screen grouping mechanism for displaying users to each other.
The majority of our dedicated servers are hosted with OVH, due to their competitive pricing, easy to use control panels and quick on-site support options.