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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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ACR Poker brings back High Five Series with $4m guaranteed in April Subheadline

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ACR Poker will run The High Five Tournament Series from April 19 to 23, 2026, with $4 million guaranteed across 50 tournaments, according to the operator.

The schedule lists 10 events per day, split between five higher buy-in tournaments ($44 and over) and five lower buy-in tournaments ($33 and under).

The operator is also adding new ‘Highest Five’ events—two per day—positioned as “nosebleed” tournaments with buy-ins ranging from $5,200 to $25,500. ACR Poker said these are the biggest stakes it has offered on the platform.

The series Main Event runs Monday, April 20, with a $420 buy-in and a $200,000 guaranteed prize pool. ACR Poker also flagged a rebuy and add-on day on April 20 and a dedicated PLO day on Wednesday, April 22.

A leaderboard promotion will award more than $25,000 in prizes, including $2,650 Venom seats, tournament tickets and “The Golden Bong” trophies. Points accrue via High Five events and are split into a High Leaderboard ($44 and over) and Low Leaderboard ($33 or under).

ACR Poker said ACR Pro Chris Moneymaker and CEO Phil Nagy plan to play every Highest Five event. “The High Five Tournament Series has a fun vibe to it and I’m excited to be jumping into the new Highest Five tourneys,” said ACR Pro Chris Moneymaker. “But what’s great about this series is that players of all bankrolls can get in on the action from small-stakes grinders to high-rollers. We’ll see you at the tables.”

The post ACR Poker brings back High Five Series with $4m guaranteed in April Subheadline appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Creedroomz launches Road to El Dorado live casino game show

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Creedroomz has launched Road to El Dorado, a new live casino game show it calls its largest production to date. The title is built around a wheel-of-fortune mechanic and four bonus rounds, with a studio set designed around an Aztec theme.

The main wheel has 54 segments, with base numbers 1, 2, 5 and 10, plus four bonus spots. Creedroomz said each segment has its own payout multiplier, and that after bets close a random number or bonus segment may receive an added multiplier of up to x50.

Creedroomz said the game includes four bonus rounds: Marble Race, a physical marble race in-studio with payouts up to 6,250×; Boom Blast, a 3D bonus where players choose one of three cannons with multipliers up to x100 on low risk and up to x500 on high risk; Dice Fight, shown on an LED screen with random multipliers up to 10,000x and rerolls on ties; and Eldorado, a multi-level pick-and-reveal bonus where multipliers combine across four levels, with a fifth “Zenith” level unlocked by finding hidden diamonds.

“With Road to El Dorado, we didn’t just want to build a wheel; we wanted to build a world,” says Arturs Fjodorovs, CPO at Creedroomz. “By combining physical studio elements with RNG-driven 3D visuals, we’ve created a multi-layered experience that offers something for every type of player. It is a true spectacle for operators and a goldmine for engagement.”

Creedroomz: https://creedroomz.com/ Official company site for product and portfolio context.

Malta Gaming Authority (MGA): https://www.mga.org.mt/ Relevant regulator for verifying licensing and game supply credentials if applicable.

UK Gambling Commission (UKGC); https://www.gamblingcommission.gov.uk/ Relevant regulator for checking market access and licensing where applicable.

The post Creedroomz launches Road to El Dorado live casino game show appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Midnite hikes World Snooker Championship 147 fan prize to £100,000 for 2026

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Midnite will raise its “Midnite Maximum” giveaway to a top prize of £100,000 for the 2026 World Snooker Championship, where it is the official UK betting and casino partner.

The promotion pays a cash prize to a fan if a maximum 147 break is made during the tournament.

The operator is introducing a staggered prize structure by round: £5,000 for a 147 in the opening round, £10,000 in round two, £25,000 in the quarter-finals, £50,000 in the semi-finals, and £100,000 if a maximum is made in the final.

Midnite pointed to prior activations as evidence of traction. At the 2025 World Snooker Championship, Mark Allen hit a 147 at the Crucible, triggering a £25,000 payout to fan Brian Nicholls. The company also referenced the 2026 Johnstone’s Paint Masters in January, where it said there was “up to £16,000 available each session across multiple winners.”

Away from the table, Midnite said its Midnite Lounge fan space will return at BOX in Sheffield city centre for the 17 days of the championship. The schedule is set to include exhibition matches, amateur competitions featuring local snooker clubs, and free-to-play table time.

Andrew Mook, Midnite’s Head of Brand Marketing, said: “The Midnite Maximum was created to give something back to loyal snooker fans and supporters.

“We’ve seen first-hand the impact it can have for those in the draw. The initiative was a huge success at the Crucible last year, and there’s no more iconic stage to return to with an even bigger campaign.

“At the 2025 World Championship, one fan won £25,000, and at the Masters at Alexandra Palace in January, we had up to £16,000 available each session across multiple winners. This time, we wanted to raise the bar again, introducing staggered prizes throughout the tournament, building all the way up to £100,000 if a maximum is made in the final.

“We’re proud of the partnership we’ve built with WST and excited to keep giving back to the fans who make the sport so special.”

Peter Wright, Chief Commercial Officer at World Snooker Tour said: “Heading into the World Championship we are excited again to be working with Midnite, who always come up with fantastic ideas which really add to the experience for our fans.

“Last year the Midnite Maximum made by Mark Allen was one of the most thrilling moments of the tournament, particularly the reaction from Brian Nicholls who came for a day at the Crucible and went home with £25,000! Raising the prize to as much as £100,000 creates even more drama and let’s hope we see another 147 in the final, which was achieved by Mark Selby in 2023.

“We also love the concept of the Midnite Lounge where fans can enhance their enjoyment of the tournament and get involved with interactive games. ”

The post Midnite hikes World Snooker Championship 147 fan prize to £100,000 for 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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