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Photon Cloud provides you with global connectivity to allow low latency gaming all around the world.

Available Regions

Photon Cloud has servers in several regions, distributed across multiple hosting centers over the world.

Each Photon Cloud region is identified by a "region token".

To pass the region token with the "Connect" method of your client, call lbClient.ConnectToRegionMaster(regionCode).

List of available regions and tokens:

RegionHosted inToken
Canada, EastMontrealcae
Chinese Mainland (See Instructions)Guangdongcn
South AmericaSao Paulosa
South KoreaSeoulkr
USA, EastWashingtonus
USA, WestSan Joséusw

How to choose a region

Users in the US have the lowest latency if connected to the Photon Cloud US region. Easy.

But what if you have users from all over the world?

You can

  • a) let the game client ping the different Photon Cloud regions and pre-select the one with the best ping, read our how-to
  • b) distribute region specific client versions, so users from different regions connect to different Photon Cloud regions or
  • c) let the user choose a matching region from within your game's menu.

Alternatively you can d) let all users connect to the same region if the higher latency is acceptable for your gameplay, e.g. with any "not-so-realtime" games.

All Photon Cloud apps are working in all available regions without any extra charge. See pricing.

Photon Cloud's dashboard lets you monitor the usage of your game in each region and easily upgrade or downgrade your subscription plan. Go to your dashboard.

How to start your game with lowest latency

Photon Cloud Regions' Connect Flows
Connect to Photon Cloud regions

Connect to the nearest Master Server

Direct connections to a master server using the generic region master server address are deprecated. Instead use the method to connect to a region master as provided by the SDK you are using!

If you know the closest region for your client to connect to you can connect to it passing only the region.

For other platforms follow the link to the respective SDK and API from the SDKs list.

The SDK will get the master server address for the requested region for you from the name server (1 in the figure "Connect to Photon Cloud regions") and then automatically connect you to the master server in the chosen region (2 in the figure "Connect to Photon Cloud regions").

How to select a region at runtime

If you want to select the region at runtime - e.g. by showing a list of available regions to your players and let them choose -, you need to connect to the name server first. You can then query the name server for a list of currently available region master server addresses (1 in the figure "Connect to Photon Cloud regions").

While we write of "the name server", the name server is actually geographically load balanced across available regions. That keeps the time to request the master servers' addresses as low as possible.

On successful connection you get the list of available regions.

With the list of master servers you could now ping all to figure out the best region to connect to for lowest latency gameplay, or let your players choose a region.

When your client has determined the region, connect to the master server for that region (2 in the figure "Connect to Photon Cloud regions").

Finally, join or create a room for your game (3 in the figure "Client Connect to Photon Cloud").

Using the Chinese Mainland Region

First, you need to request access to the Chinese Mainland region for your Photon app. Send us an email so we could unlock it for your AppID.

The Photon NameServer has to be local to China, as the firewall might block the traffic otherwise. The Chinese Photon NameSever is "".

For example, use a compile condition (of your choice) or set the Photon NameServer at runtime before you connect (e.g. depending on user locale).

Follow these instructions to make a special build for the Chinese market:

C# Client SDKs

  1. The LoadBalancingClient.NameServerHost needs to be set to "" before you connect.
  2. Use LoadBalancingClient.ConnectToRegionMaster(string region) and pass "CN" as region code.

C++ Client SDKs

  • Pass "" for parameter serverAdress to Client::connect().
  • Make sure to keep parameter serverType on its default value of ServerType::NAME_SERVER.

Objective C Client SDKs

  • Pass "" for parameter serverAdress to EGLoadBalancingClient::connect()
  • Make sure to keep parameter serverType on its default value of EGServerType_NAME_SERVER.

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