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Tackling latency in next-gen gaming
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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Canada
Tonybet player in Canada claims $20,000 CAD golden World Cup card prize
Tonybet says a player in Laurier-Station, Canada has claimed the “golden card” prize worth $20,000 CAD in the operator’s World Cup Card Collection. The announcement was made Tuesday 21st July 2026.
The World Cup collection featured 51 cards in total, including 48 digital cards representing participating World Cup nations, plus three unique prize cards in bronze, silver and gold. Tonybet said the bronze card—available during the group stage—was previously found by a customer in Saint-Colomban, Canada, while the silver card—available during the knockout rounds up to the quarter-finals—was won by a player in County Kildare, Ireland.
The golden card became available for the semi-final, third-place play-off and final, and has now been claimed, Tonybet said.
Tonybet Head of Product Kiryl Liudvikevich said: “You can plan a campaign down to the last detail, but you can’t plan what the World Cup brings.
“We designed the collection to evolve with the tournament, and every knockout round created new stories we couldn’t have predicted. Seeing players complete their collections and discovering who would uncover each prize was the most rewarding part of the campaign.
“I hope everyone enjoyed the experience for what it was meant to be: a fun addition to the tournament, played responsibly and always within their limits.”
Tonybet said the collection will remain open until 31 July for players who are still completing sets and spending coins, although all grand prizes have been awarded.
The post Tonybet player in Canada claims $20,000 CAD golden World Cup card prize appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Canada
Tonybet player in Canada claims $20,000 CAD golden World Cup card prize
Tonybet says a player in Laurier-Station, Canada has claimed the “golden card” prize worth $20,000 CAD in the operator’s World Cup Card Collection. The announcement was made Tuesday 21st July 2026.
The World Cup collection featured 51 cards in total, including 48 digital cards representing participating World Cup nations, plus three unique prize cards in bronze, silver and gold. Tonybet said the bronze card—available during the group stage—was previously found by a customer in Saint-Colomban, Canada, while the silver card—available during the knockout rounds up to the quarter-finals—was won by a player in County Kildare, Ireland.
The golden card became available for the semi-final, third-place play-off and final, and has now been claimed, Tonybet said.
Tonybet Head of Product Kiryl Liudvikevich said: “You can plan a campaign down to the last detail, but you can’t plan what the World Cup brings.
“We designed the collection to evolve with the tournament, and every knockout round created new stories we couldn’t have predicted. Seeing players complete their collections and discovering who would uncover each prize was the most rewarding part of the campaign.
“I hope everyone enjoyed the experience for what it was meant to be: a fun addition to the tournament, played responsibly and always within their limits.”
Tonybet said the collection will remain open until 31 July for players who are still completing sets and spending coins, although all grand prizes have been awarded.
The post Tonybet player in Canada claims $20,000 CAD golden World Cup card prize appeared first on Americas iGaming & Sports Betting News.
AI
SCCG Management and Trivver Partner to Transform Gaming with AI-Powered Interactive Commerce
SCCG Management has entered a strategic partnership with Trivver, Inc., a spatial AI technology company holding more than 165 global patents, to bring measurable AI-powered commerce experiences to gaming operators, casinos, sportsbooks, and entertainment brands.
SCCG Management, an advisory and consultancy firm serving publicly traded and privately held corporations across the global gaming, betting, and prediction markets sectors, today announced a new strategic partnership with Trivver, Inc., a spatial AI technology company based in Hideout, Utah. The partnership brings Trivver’s patented AI-powered Smart Objects into SCCG’s network of gaming operators, platform providers, and sports and entertainment brands.
Trivver holds more than 165 global patents covering spatial AI, immersive environment monetization, and viewability measurement, with technology that deploys across web, mobile, and smart glasses platforms without requiring an app download. Trivver enables gaming operators and brands to transform digital environments into measurable, interactive commerce experiences where every product, sponsorship, or promotion becomes intelligent, personalized, and directly shoppable. The company’s work includes a virtual banking experience built for JPMorgan Chase and, most recently, the June 11, 2026 launch of its PlayCanvas SDK on Google Cloud Marketplace, Trivver’s first commercial deployment of in-game advertising infrastructure, announced with supporting statements from Jack Buser, global director for Games, Strategic Industries at Google Cloud, and Will Eastcott, CEO and co-founder of PlayCanvas. The SDK lets developers building on the PlayCanvas engine deploy interactive in-world brand experiences inside browser-based games, personalized in real time using Google’s Gemini models, with Unreal Engine and Unity support in development. Its platform is designed to turn any product, brand asset, or advertising unit into an interactive 3D object inside an immersive environment, with built-in measurement of viewability and engagement aligned with IAB and MRC ad-measurement standards.
Trivver’s environments can be launched through a URL, QR code, or link, with inventory swapped in seconds without changing the destination address, and each smart object carries its own engagement data on screen coverage and dwell time. That data layer is what SCCG sees as the differentiator for gaming and entertainment use cases: an operator or rights holder can measure exactly how an audience engages with a branded 3D object inside a live casino stream, a fan-engagement environment, or a venue activation, not just whether it was displayed.
Under the partnership, SCCG will provide Trivver with strategic and regulatory advisory across gaming verticals, commercial introductions to operators and platform partners across its network, support for Trivver’s expansion into new international markets, and introductions to potential strategic partners and acquirers. The engagement will prioritize verticals where Trivver’s technology has direct application, including live casino, fan engagement and sports entertainment, music, and automotive. The fit runs in both directions: Trivver’s own positioning for its Enterprise AI Commerce Platform names Gaming, Casinos & Sports Betting as one of ten target verticals the platform serves.
“Trivver is exactly the kind of category-defining technology partner our network looks for. They hold more than 165 global patents, they just launched their PlayCanvas SDK on Google Cloud Marketplace, and their own platform already names gaming, casinos, and sports betting as a core vertical. Live casino, fan engagement, and immersive entertainment all have unused digital real estate, and Trivver’s spatial AI is built to monetize exactly that space, with measurement built to IAB and MRC standards.”
Stephen Crystal, Founder and CEO, SCCG Management
SCCG will draw on its established network of more than 100 partners across sportsbook operators, iGaming platforms, content studios, live casino providers, and B2B technology vendors to identify and support introductions for Trivver, alongside representation at major international gaming events including G2E Las Vegas, ICE London, and SBC events.
“Gaming has become one of the world’s largest digital commerce platforms. Together with SCCG we’re giving operators, brands, and entertainment companies a new way to engage audiences through AI-powered experiences that can be measured, personalized, and monetized in real time.”
Joel LaMontagne, Chief Executive Officer, Trivver, Inc.
The partnership adds to SCCG’s growing roster of technology partners bringing new categories of immersive, measurable digital experiences into the gaming and entertainment industry, and reflects the continued convergence of physical and digital engagement across live casino, sports, music, and automotive audiences. SCCG will begin with a market assessment and gaming-vertical analysis of Trivver’s technology, followed by initial introductions to qualified operators and platform providers across its network, with distribution and advisory support continuing throughout the engagement.
About SCCG Management
SCCG Management is a global advisory firm with more than 33 years of experience connecting clients to strategic partners across the gambling industry. With an ecosystem of over 130 gaming-related partner companies, SCCG provides market representation, business development, capital introductions, and managed services to operators, technology providers, and brands worldwide. For more information, visit sccgmanagement.com.
About Trivver
Trivver, Inc. is a spatial AI technology company specializing in 3D smart object technology, immersive environment monetization, and augmented reality deployment across web, mobile, and smart glasses platforms. Trivver is the Enterprise AI Commerce Platform that enables organizations to create, deploy, measure, personalize, and monetize interactive experiences across web, mobile, gaming, smart TVs, and emerging wearable devices. The company holds more than 165 global patents, launched its PlayCanvas SDK on Google Cloud Marketplace in June 2026, and has worked with organizations including JPMorgan Chase. Trivver is led by Chief Executive Officer Joel LaMontagne. For more information, visit trivver.com.
The post SCCG Management and Trivver Partner to Transform Gaming with AI-Powered Interactive Commerce appeared first on Americas iGaming & Sports Betting News.
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