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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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Betano inaugura canchas revitalizadas en Brasilia con obras firmadas por artistas locales

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Evento en el Parque da Cidade contó con la presencia de autoridades, deporte y arte, con obras de Mão y Toys; la acción forma parte de la iniciativa Betano en Movimiento

Con motivo de su 66.º aniversario, Brasilia recibió un regalo especial de Betano: dos canchas revitalizadas en el Parque da Cidade Sarah Kubitschek, en el corazón de la capital federal.

El nuevo espacio, que cuenta con obras de los artistas locales Toys (@toys) y Mão (@mao.arte), fue inaugurado en un evento este sábado (11) y contó con un circuito de básquet 3×3 organizado por CUFA-DF y presentaciones culturales.

El evento marcó un nuevo capítulo en la historia del parque, reconocido como el mayor parque urbano de América del Sur y uno de los más grandes del mundo.

La revitalización de las canchas forma parte de la iniciativa Betano en Movimiento, que busca ampliar el acceso al deporte y a la actividad física mediante la recuperación de espacios públicos y la promoción de actividades deportivas comunitarias.

Es una alegría estar en un momento tan simbólico, entregando un regalo que será un legado para la ciudad. Para las obras de las canchas, buscamos valorar artistas locales que aportaran la identidad de Brasilia al espacio, conectando arte y deporte”, afirmó Guilherme Figueiredo, Director de Relaciones Institucionales de Betano.

Inauguración con canasta y corte de cinta

La inauguración comenzó con una primera canasta anotada por Renato Junqueira, Secretario de Deporte y Ocio del Distrito Federal.

Tras recibir una asistencia de los artistas Mão y Toys, el secretario encestó en ambas canchas.

Nos sentimos muy honrados de recibir este regalo de Betano para nuestra ciudad.

Este parque es icónico, democrático y accesible, y esta alianza es fundamental. Estoy seguro de que todos los que vengan a jugar aquí luego comentarán lo bonito y colorido que es el espacio.

Se convertirá en una referencia dentro del parque”, declaró durante la ceremonia.

También presente en el evento, la gobernadora del Distrito Federal, Celina Leão, destacó la importancia de la revitalización.

Queremos sumar aliados que aporten valor. Hoy aquí se puede ver movimiento, arte y deporte ocurriendo al mismo tiempo. Estoy muy feliz de participar. Soy atleta, me gusta el deporte y lo practico todos los días.

Estoy segura de que abre puertas y cambia la mentalidad de las personas. Agradezco a los socios que hicieron posible este momento.

Las canchas están tan bonitas que dan ganas de quedarse”, comentó, tras también encestar en las canchas.

Obras inspiradas en Brasilia

Con colores vivos en tonos de azul, naranja y amarillo, las intervenciones artísticas rinden homenaje a los íconos, la arquitectura y el paisaje de Brasilia.

La ejecución técnica estuvo a cargo de Hoopers, dando continuidad a un proyecto iniciado en Río de Janeiro, con una cancha inaugurada por el jugador de baloncesto Giannis Antetokounmpo, estrella de los Milwaukee Bucks en la NBA.

El artista Daniel Morais, conocido como Toys, explicó que buscó trasladar al espacio las líneas rectas y angulares típicas de los edificios de la ciudad, además de rendir homenaje a su fundador.

La historia de Brasilia y de sus pioneros es increíble. Juscelino Kubitschek fue el primer soñador: creyó en una idea y la hizo realidad al construir la capital. Es muy especial ver mi arte formando parte de la vida de las personas, como si ellas también participaran en la obra”, afirmó.

Por su parte, Luis Fernando Santos, conocido como Mão, incorporó elementos icónicos y de la fauna local, destacando el lobo-guará, el caracará y la Plaza de los Cristales.

Fue una experiencia muy especial poder hacer un trabajo para Brasilia, aún más en el Parque da Cidade. Intenté representar los colores del lugar, la fauna, la flora y también sus monumentos. Es muy gratificante ver a la gente usando la cancha que pinté.

Espero que sigan aprovechando este espacio y que los inspire a conectarse cada vez más”, señaló.

Impulso al deporte y la cultura

El evento también incluyó un circuito de básquet 3×3 en colaboración con la Central Única de las Favelas (CUFA-DF). En esta modalidad, equipos de tres jugadores compiten en partidos rápidos en media cancha.

Gana el equipo que alcanza primero los 21 puntos o, si se cumple el límite de 10 minutos, el que haya anotado más canastas.

En la categoría masculina participaron equipos como Guariroba Raptors, ESCS, Capital Basquete y Gama 3×3, mientras que en la femenina compitieron Ipê Rosa, AAAESCS, PCDF y AVABRA.

Durante los intervalos, el público disfrutó de presentaciones de breaking con los b-boys Navarro 061, Breakmove y Nathan, y la b-girl Thaty. La música estuvo a cargo del DJ Afrika, y la conducción del evento por Alex Hadda y Cami Abreu.

Unidad móvil de mamografías ofreció exámenes gratuitos

Como parte de la acción, la unidad móvil de mamografías de la Fundación Laço Rosa ofreció exámenes gratuitos para la detección precoz del cáncer de mama.

La unidad también estará presente en Cidade Estrutural y en la Rodoviária los días 14 y 15 de abril. Para participar, es necesario registrarse previamente en el sitio www.mamografiasalva.com.br.

Sobre Kaizen Gaming | Betano

Kaizen Gaming es una de las mayores empresas de GameTech del mundo.

Con foco en tecnología y personas, busca mejorar continuamente la experiencia de juego online que ofrece a millones de clientes en todo el mundo, además de entretener a los aficionados al deporte de manera divertida y responsable.

Es propietaria de Betano, una marca premium de apuestas deportivas y juegos online con presencia en Europa, América y África.

La empresa cuenta con más de 3.000 empleados a nivel global.

En Brasil, Betano está presente en las dos principales competiciones del país, el Brasileirão Betano y la Copa Betano de Brasil, además de ser socio oficial del Flamengo.

Kaizen Gaming ha sido reconocida como una de las principales compañías del sector, recibiendo premios como “Operador del Año” en los EGR Operator Awards y en los SBC Awards 2025.

Vea más en www.betano.bet.br

The post Betano inaugura canchas revitalizadas en Brasilia con obras firmadas por artistas locales appeared first on Americas iGaming & Sports Betting News.

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Plaza adds Monday Night RAW ticket raffle to WrestleMania 42 viewing party

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Downtown Las Vegas casino also brings in WWE Hall of Famer Rob Van Dam for a live Q&A on April 18.

Plaza Hotel & Casino will host WrestleMania 42 viewing parties on April 18 and April 19 in its showroom in downtown Las Vegas, adding a ticket giveaway for WWE Monday Night RAW on the second night.

The casino said all guests attending the Sunday, April 19 viewing party can enter a free raffle to win two tickets to Monday Night RAW on Monday, April 20 at T-Mobile Arena, seated in one of the venue’s premier Loge Boxes.

On Saturday, April 18, the Plaza will feature WWE Hall of Fame wrestler Rob Van Dam (RVD) as a special guest. The property said RVD—also billed as “Mr. Monday Night”—will lead a live Q&A at 1:30 p.m. ahead of the WrestleMania 42 start time at 3 p.m., and will be available for autographs and photo ops.

Both events are 21+ and run in the Plaza showroom, with doors opening at 1 p.m. and the viewing party starting at 3 p.m. The Plaza said it will offer drink specials and buckets of beer priced at $30 for domestic brands and $35 for imported.

Tickets with seat selection are priced at $40 per person (plus fees and taxes), according to the casino, with details and purchasing available via the Plaza’s website.

Relevant data as follows:

The post Plaza adds Monday Night RAW ticket raffle to WrestleMania 42 viewing party appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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MEGA hires Leapfox founder Patrick Collins as VP of Growth

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The ex-Wasserman and former Excel Esports partnerships lead joins the London-based group behind the Esports Awards and MOBIES.

The Mobile, Esports and Gaming Alliance (MEGA) has appointed Patrick Collins as Vice President of Growth, the company said on April 15, 2026. Collins will lead growth strategy, including commercial partnerships and new business development, from London.

Collins joins from boutique agency Leapfox, which he founded in early 2022. Prior to that, he led commercial partnerships at UK esports organisation Excel Esports, securing deals with brands including BT, Sony, JD Sports, Neosurf and Chupa Chups, alongside partners such as HyperX, Anda Seat, Belong Gaming Arenas and Chillblast PCs.

Earlier in his career, Collins worked at sports marketing agency Wasserman, where MEGA said he helped secure EE’s six-year partnership with Wembley Stadium and advised brands including American Express, Vodafone and PepsiCo. The company also cited experience working with Premier League football clubs and brands including Barclays, Santander, Under Armour and Puma.

“I’m pleased to officially join MEGA at such an important time for esports and gaming,” said Patrick Collins, VP of Growth at MEGA. “Having worked across traditional sport, esports, and commercial partnerships, and founding Leapfox to bridge these worlds and guide my clients, I’m looking forward to applying my experience to support MEGA and our properties as we continue to grow.”

“We’re delighted to welcome Patrick to MEGA as our new Vice President of Growth,” said Michael Ashford, Co-Founder of MEGA. “His extensive experience, including founding Leapfox, uniquely positions him to shape the future of our company. With Patrick on board, MEGA is determined to accelerate our growth, embark on transformative partnerships, and deliver world-class experiences that will define the next era of esports entertainment.”

Relevant data as follows:

The post MEGA hires Leapfox founder Patrick Collins as VP of Growth appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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