We have been working on a multiplayer system that focuses on bandwidth and computational efficiency. Our goal is to have a system that costs less to run while also allowing more dynamic objects to be synced, and that provides full physics simulation. The attached video is a multiplayer game where all physics is fully synced.
We wanted something like photon in terms of cloud-based ease of use, but with fully authoritative rooms capable of simulating physics, no per room CCU limits, and scaling via one-to-many client->room connections to handle extremely large object counts. Object updates are compressed to as little as 1.5bits, which means syncing huge crowds of dynamic objects is supported - or a more typical number of objects is synced at a significantly reduced bandwidth cost.
We recently launched the Reactor Cloud, which is a pay-as-you-go service for hosting and scaling your own rooms online, at a number of locations globally.
It's all available from our website at https://www.kinematicsoup.com/. The local SDK is free to download and develop with.