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Tackling latency in next-gen gaming

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Mathieu Duperré, CEO at Edgegap

Anyone that’s played a video game online has almost certainly experienced some kind of lag and connectivity issues. Despite huge infrastructure advances in the last few decades, latency remains a constant thorn in the side of gamers and detracts from the real-time experience that’s expected today.

Delivering a consistent experience to gamers playing on different devices with varying connection speeds – many of which are separated by thousands of miles – is a complex challenge. Massively popular online games like Roblox and Fortnite are just two of the many games which have benefited from years of investment into infrastructure in order to support millions of concurrent players. As the below chart from SuperJoost shows, multiplayer and online gaming is becoming the preferred way to play games amongst the most active gaming demographic, with all the technical challenges that this creates.

Games which can be played seamlessly across mobile, PC and console (so-called cross-play games) are also pushing the limits of what current internet infrastructure can deliver. Add in a new generation of streaming cloud gaming services like Stadia, Blacknut Games and Amazon’s Luna – plus Microsoft’s Game Pass and Sony’s revamped PlayStation Plus service, and you can see how the promise of console-quality performance over a broadband connection risks overloading networks that were never designed for this level of gaming.

So how can game companies, telcos and ISPs deliver on the performance promises being made to gamers? That’s where edge computing comes in.

 

Lag, latency and the Edge

When talking about latency it’s important to make it clear exactly what we mean. Latency refers to the amount of time it takes for game data to travel from one point to another. From the gamer’s perspective, it’s the delay between their command and seeing it happen in-game. How much latency a gamer experiences is dependent on the physical distance the data must cross through the multiple networks, routers and cables before it reaches its destination.

To use an extreme example, NASA’s Voyager 1 has made it about 14.5 billion miles from our planet so far, and it takes about 19 hours for its radio waves to reach us. Here on Earth, your latency is (hopefully) measured in milliseconds rather than hours; and gamers need around 30ms for the most optimal performance. Anywhere above 100ms can lead to noticeable lag and a frustrating experience.

This is where Edge computing comes in. As the name implies, Edge computing brings computation and data storage closer to the sources of data, placing it on the edge of the network where the performance gain is the greatest. As you’d expect, reducing unnecessary travel drastically speeds up the process providing an almost lag-free experience.

 

More players equals more chance for latency to be a problem

In the early days of gaming, local, couch play was part and parcel of the gaming experience. Today, a game where hundreds or even thousands of players are in the same session is nothing out of the ordinary, and there are Battle Royale games now, a whole genre of games where a hundred or more players are whittled down to a single winner.

The sheer scale of some online games dwarfs many of the most popular streaming services. Whilst Netflix remains the most successful streaming video site with 222 million subscribers, kids game Roblox has 230 million active accounts and Fortnite has over 350 million registered players. So if we assume these games reflect a growing trend, the demand on server networks is only going to increase, and gaming companies will have to look for more innovative solutions to continue meeting demand.

 

Cross-Platform

The ability for gamers on different devices and platforms to play and compete together is becoming an increasingly common feature of AAA multiplayer games like Apex Legends, Fornite and Call of Duty. EA Sports recently confirmed that FIFA 23 will be joining other heavy hitters in exploring cross-platform play. Considering the large amount of games on the market, and the various game modes for each game, studios are looking at crossplay to increase the amount of players who can play together. One of the main driver is to lower matchmaking time and prevent players from having to wait hours before opponents are ready to play with them.

From a latency perspective, different infrastructure across platforms means lag and downtime are far more likely. When it comes to cross-play, studios can’t use P2P (peer-to-peer) since console vendors don’t support direct communication (i.e. an Xbox can’t communicate directly with a playstation). On top of that, P2P may be limited by player’s home network (restrictive natting for example). That’s why studios typically use relays in a handful of centralised locations. Relays are seen as cheaper than authoritative server. They although have large flaws like making it harder for studios to prevent cheating, which is becoming more and more important with Web3 & NFT. This causes  higherlatency since traffic needs to travel longer distances between players. For example, when Apex Legends went cross-platform, players were inundated with frame rate drops, lags and glitches.

Edge computing allows studios to deploy cross-play games as close as possible to their players, significantly reducing latency. Which can negate some of the delay issues around differing platforms.

 

VR and the Metaverse

Despite hitting shelves in 2016, VR is only now slowly making its way into mainstream gaming. Advances in technology have gradually improved the user experience, while also bringing the price of hardware down and closer to the mass market – not to mention the metaverse bringing renewed attention to the tech. But latency issues still present a serious hurdle to wider adoption unless it’s addressed.

Latency impacts the player experience far more in VR than in traditional gaming as it completely disrupts the intended immersive experience. A 2020 research paper found latency of over 30-35ms in VR, had a significant impact on players’ enjoyment and immersion, which was far lower than acceptable margins on a controller.  But when it comes to the metaverse, achieving this might not be enough. Latency between headset and player has to be sub 5ms to prevent motion sickness.

In a recent blog, Meta’s VP, Dan Rabinovitsj, explained that cloud-based video games require a latency of around 75–150ms, while some AAA video games with high graphical demand require sub 35ms. Comparatively, Rabinovitsj suggests metaverse applications would need to reduce latency to low double or even single digits.

For better or worse, we’ve seen glimpses of what the metaverse has to offer already. Decentraland’s metaverse fashion week gave major brands like Dolce & Gabbana an opportunity to showcase virtual versions of their products. But attending journalists reported that the event was fraught with lag and glitches.

Gamers are a fickle bunch, so early adopters will simply move back to other games and platforms if they have poor initial experiences. Google’s Stadia promised to revolutionise gaming, but its fate was sealed at launch as the platform simply couldn’t compete with its competitors’ latency. Today, Google has ‘deprioritised’ the platform in favour of other projects.

If the metaverse goes to plan, it should encompass a lot more than traditional gaming experiences. But if it’s going to live up to players’ lofty expectations, akin to Ready Player One, more thought needs to be given to scalable and optimised infrastructure.

 

Unlocking next-gen gaming

The pace at which modern gaming is evolving is astounding, making the components discussed here work lag-free and as players expect will be a huge undertaking, and even more so when developers attempt to bring them all together in the metaverse.

The issue of latency may be less headline-grabbing than virtual fashion shows, NFTs and Mark Zuckerberg’s slightly unsettling promotional video, but the ability to seamlessly stitch all of these elements together will be critical in making the metaverse live up to expectations, and therefore, to its success.

 

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Regulating the Game Rolls Out Four-Level Partnership Structure Ahead of Sydney 2027 Program

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Regulating the Game has announced an updated partnership framework for the 2027 initiative, organized into four levels — Principal Partner, Signature Partners, Pillar Partners, and Activation Partners — aimed at providing sponsors a more defined connection with the conference, the RTG Global Awards, and the delegate experience.

The updated architecture showcases significant involvement in 2026 and mirrors the widened scope of the 2027 program, which encompasses a more extensive conference agenda and the growth of the RTG Global Awards from six to twelve categories.

Regulating the Game 2027 Sydney is scheduled for 8–10 March 2027 at the Sofitel Sydney Wentworth, featuring the RTG Global Awards ceremony on 9 March 2027.

A more distinct connection between partner funding and program worth.Every level is designed to correspond with the delegates’ experience of the program — starting with the conference opening, through Pitch!, the main program, the Global Awards Gala Dinner, and concluding the event. The goal is to minimize overlapping propositions, enhance category positioning, and achieve partnership results that are clear, traceable, and aligned with the program’s core.

• Principal Partner — The lead partner of the Regulating the Game 2027 program, with prominence across the conference, the Global Awards and the delegate journey. Reserved as a singular position.
• Signature Partners — A small group of premium partners aligned with flagship program elements, including Pitch!, the Global Awards Gala Dinner and other headline moments of the 2027 program.
• Pillar Partners — Partners aligned with the core thematic pillars of the Regulating the Game program: regulation and policy, compliance and integrity, safer gambling, and technology and innovation.
• Activation Partners — Partners supporting specific delegate touchpoints and experiences across the program, with visibility tied to defined activations.

A maturing global program

The 2027 program builds on the trajectory established in 2026, which saw strong international participation, the inaugural RTG Global Awards and the Pitch! showcase that brought together established providers and emerging RegTech disruptors. The expanded 2027 awards program — with six new categories including Black Market Disruption Initiative, Sport & Wagering Integrity Initiative, Research Impact, Gambling Harm Prevention Campaign, Compliance Advisory and Distinguished Contribution — broadens the recognition framework across the sector.
“The 2027 architecture reflects the maturity of the Regulating the Game program — a global conference, an expanded awards program and a delegate community that spans regulators, sector leaders, technology and research across multiple jurisdictions,” said Paul Newson, Principal at Vanguard Overwatch and Founder of Regulating the Game.

“Partners increasingly want a clearer line of sight to value, audience and alignment. The four-tier model is designed to provide that — fewer overlapping propositions, clearer category positioning, and partnerships that map to how the program is actually experienced by delegates.”

Partner engagement now open

Partnership conversations for the 2027 program are now open. Organisations interested in any of the four tiers are invited to make contact through Regulating the Game to discuss alignment, availability and entitlements.

Event Details
Regulating the Game 2027 Sydney 8–10 March 2027 Sofitel Sydney Wentworth, Sydney, Australia
RTG Global Awards Presentation 9 March 2027

The post Regulating the Game Rolls Out Four-Level Partnership Structure Ahead of Sydney 2027 Program appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Shortlists Revealed Across Categories for the Esports Leaders Honours Awards 2025-26

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The shortlists for the inaugural Esports Leaders Honours awards ceremony have been unveiled across categories including Esports Leader, Rising Star in Esports, Standout Esports Advertising Campaigns, Best Product Innovation in Esports, Access & Grassroots Champions in Esports and Industry Development of the Year.

The awards ceremony, where the winners will be revealed live on the night will take place at Cologne City Hall (Kölner Rathaus) on 19 June 2026, with the Lord Mayor Torsten Burmester in attendance. During the invitation-only evening event, winners will be revealed live on the night and receive their awards on stage at City Hall.

Esports Leaders Honours is a new awards programme and platform created by The Esports Radar to celebrate the people, organisations and projects that helped to define the year in esports and deserve recognition. This year the ceremony forms a part of Global Esports Industry Week (GEIW).

Winners will receive their awards on stage at the event at City Hall.

Access & Grassroots Champions in Esports

• Shortlist: Stefy Bau (CEO, Init Esports), Mags Byrne (Founder, EStars), Ole Martin Gjestad (Founder, KRED Norge), Désiré Koussawo (President, SAGES Africa), David Kosir (Founder, Friendly Fire), Elliot Mack (Co-Founder and CEO, DAIGON Esports), Jon Winkle (Founder, EPIC.LAN)

Esports Leader

• Shortlist: Akshat Rathee, Anna Rozwandowicz, Fabien ‘neo’ Devide, HRH Prince Faisal bin Bandar bin Sultan, Monica Dinsmore, Niccolo Maisto, Ralf Reichert, Robbie Douek

Rising Star in Esports

• Shortlist: Bilguunbat Enkhbayar (Co-Founder and CEO, The MongolZ), Emanuele Acerbis (CEO & Co-Founder, NOVO Esports), Heloisa Passos (Founder, trexx), Kalam Neale (Head of Education, British Esports), Liam Whitehead (Head of Partnerships, Method), Meg Cabaras (Senior Account Executive, Esports & Gaming, Octagon), Sheridan McGuire (Founder, College Esports News)

Standout Esports Advertising Campaigns

• Shortlist: DHL x EFG x Chew Productions – The Dispatch, G2 x Solo Leveling (Crunchyroll), HEROIC x Razed, Jameel Motorsport x Esports World Cup 2025, Team Liquid x Magnus Carlsen, Team Vitality x Nescafé Latte, Team Vitality x Stake

Best Product Innovation in Esports

• Shortlist: DPM LOL, EVA (Esports Virtual Arenas), Logitech G – the ProX2 Superstrike Mouse, Runestone, Shikenso, UNEVN – the BASE PC Solution, ZOWIE by BenQ

Industry Development of the Year

• Shortlist: BLAST and GamingMalta announce multi-year partnership, including permanent studio spanning over 1,000m², The launch of Esports Nations Cup, India drafts new rules to regulate esports and gaming, with esports formally recognised as sports under the Ministry of Youth Affairs and Sports, The sale of Moonton, creator of Mobile Legends: Bang Bang, to Saudi Arabia’s Savvy Games Group in a deal valued at approximately $6 billion, Qiddiya-owned RTS fully acquires Evo, Riot Games opening up for betting sponsors in EMEA and Americas, the PIF, Silver Lake, and Affinity Partners moving to purchase Electronic Arts (EA) for $55 billion

The “Local Hero” category will see the winner announced on the night too, but this one does not include a shortlist. This category recognises an individual who has made a significant contribution to the betterment of esports locally to wherever the ceremony is being hosted. Given this year’s ceremony is taking place in Germany, The Esports Radar has partnered with E-Sport-Bund Deutschland (ESBD), who will decide this edition’s winner.

Sam Cooke, CEO of The Insights Group (The Esports Radar), said: “As ever with this kind of exercise and selecting those who deserve recognition across these areas this was extremely difficult, but we’re really pleased with those we’ve chosen! They’ve all contributed something meaningful in different ways to esports over this past year in particular, and for many of them for much longer than that too.

“We’re excited to celebrate these people, organisations and the space in Cologne at City Hall in June, and even more excited to scale this Honours platform into the future; we want it to be more representative and do the sector worldwide justice; those developments and that process will follow soon after 19th June.”

The post Shortlists Revealed Across Categories for the Esports Leaders Honours Awards 2025-26 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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ESR Group appoints Doftvik, Nall and Delin as non-executive directors

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ESR Group has appointed Philip Doftvik, Gary Nall and Jonas Delin as non-executive directors, completing its newly formed board, the company said today.

The new NEDs are Philip Doftvik, CEO at Qtech Games and a former director at LeoVegas; Gary Nall, founder of PlayBook and former Entain MD; and Jonas Delin, co-founder of Avanti Studios and former founder of Authentic Gaming (acquired by Light and Wonder ).

ESR said the board will support its leadership team across “people (recruitment/HR), transformational growth, GTM strategy and execution, M&A and investment”. The company operates ESR Talent, focused on executive search and embedded HR functions, and ESR Solutions, which provides strategic, investment and M&A advisory services.

Luke Imeson, co-founder and CEO of ESR Group, said: “This incredibly powerful combination of strategic minds and innovative thinkers is a fantastic boon to our already rapidly growing business. While I don’t like to brag, I truly think we’re set to make a huge difference to iGaming businesses worldwide, particularly in areas of executive search.”

Nall said: “I got to know Luke and Helena last year and found them both to be dedicated and genuine: two vital qualities in recruitment. When asked to join their board as a NED, it was an easy ‘yes’ – as working with people of their character ensures I’ll make a meaningful difference.” Delin added: “I’ve worked closely with Luke and the ESR team for the past seven years. What truly sets them apart in a very crowded space is their genuine focus on solving problems big and small, rather than simply chasing fees.” Doftvik said: “We partnered with the ESR team to launch and scale our new tech hub in Malaga from ground zero. Their service was highly strategic and had a positive impact on the growth of our organisation. Excited to now join them as a NED to contribute towards elevating their business”.

ESR Group was founded in 2023 by Imeson and co-founder Helena Scone, and works with iGaming, fintech and tech startups and scale-ups, according to the company.

The post ESR Group appoints Doftvik, Nall and Delin as non-executive directors appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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