Simperium vs Socket.IO: What are the differences?
What is Simperium? Move data everywhere it's needed, instantly and automatically. Simperium is a new kind of data layer. As your app reads and writes data, Simperium circulates that data everywhere it's needed. You add a Simperium library to your app and initialize it. This library keeps a persistent connection to the Simperium hosted service. The Simperium libraries and service work together to efficiently move data around for your users.
What is Socket.IO? 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.
Simperium and Socket.IO belong to "Realtime Backend / API" category of the tech stack.
Some of the features offered by Simperium are:
- Data transparently moves across mobile, web, and desktop versions of your app
- Your users can read and write data even when they're offline
- Multiple users can collaborate with the same data at the same time
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.
"Simple and useful data model" is the primary reason why developers consider Simperium over the competitors, whereas "Real-time" was stated as the key factor in picking 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.
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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.
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.