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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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iGP
TaDa Gaming Announces New Partnership with iGP
TaDa Gaming has announced a new partnership with full service B2B iGaming technology provider, iGP.
The new deal will enable more players in multiple European facing markets to access TaDa’s award-winning casino content, including latest release 3 Lightning Blitz, part of its “triple pots” Triluck slots series.
With a portfolio comprising 230+ titles across genres, four new releases added monthly and an award-winning suite of gamification tools, TaDa’s brand is well-known for its innovative approach, especially through its unique, multiplayer fish-shooting games.
Founded in 2016 and headquartered in Malta, iGP has built a reputation for turnkey platform solutions, game aggregation and enterprise lottery. It recently introduced VIBE (Value Incentive Bonus Engine), its all-in-one-place loyalty and retention tool.
iGP is purely a B2B provider ensuring full alignment with operator partners. GLI-19 certified, the platform is built on modern architecture designed to enable a clear focus on delivering operator control and growth, fast market entry, scalable infrastructure and real-time data intelligence across markets.
Ray Lee, Director of Business Development at TaDa Gaming, said: “TaDa’s successful growth has come through strategic partnerships with a wide network of proven operators alongside our expertly localised and immersive content. Choosing the right partner fit is critical and we are delighted to have found that in iGP. We look forward to working together.”
Jovana Popovic Canaki, CEO of iGP, said: “iGP’s evolution in iGaming continues and through partnerships like this, we can expand the offer to match industry and operator needs. TaDa’s individual style and proven performance more than align with those demands and we are happy to be onboard with them.”
The post TaDa Gaming Announces New Partnership with iGP appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Apple
Brazil’s regulated betting market faces its most turbulent week since launch
From App Store access to police budget disputes, four developments this week reshaped the regulatory and commercial landscape for licensed operators in Brazil
One in ten Brazilian teenagers bet on licensed platforms in 2025
A study commissioned by identity verification platform Unico and conducted by Ipsos with 1,200 young Brazilians between the ages of 10 and 17 revealed that 11% of that population placed bets on betting platforms during 2025.
The highest concentration occurred in the final four months of the year, when 9% of respondents reported having wagered. The data was first reported by Estadão.
The numbers are concentrated in the older age groups and among male respondents. Among boys aged 16 and 17, 20% said they had placed bets online at some point.
Among girls aged 14 and 15, the figure was 14%, more than three times the rate recorded among girls aged 10 to 13, where 4% reported accessing betting platforms or games such as “tigrinho.”
The findings are significant not because they point to failures in the regulated market, but because they highlight what lies beyond it.
Brazil’s licensed operators have been required since January 2025 to implement real-time facial recognition as part of their Know Your Customer procedures, making it virtually impossible for anyone under 18 to register on an authorised platform.
Pix transactions are restricted to accounts matching the platform registration, closing off the use of parents’ credentials.
Operators found in breach face fines of up to R$2 billion and licence revocation.
Luis Felipe Monteiro, CEO for Latin America at Unico, identified the core vulnerability.
“The main challenge today is that much of the internet still operates under fragile age verification mechanisms, based only on self-declaration.
In practice, clicking a button saying ‘I am over 18’ is enough to access different types of content or services,” he says.
Curiosity was the primary reason cited by young respondents for placing bets, mentioned by 41%.
The prospect of easy money was cited by 34%, while the influence of content creators registered at just 9% , a figure that complicates the prevailing narrative around influencer-driven gambling among minors.
The regulatory framework is tightening further.
Brazil’s Digital Child and Adolescent Statute, in force since March 17, requires digital platforms to implement mechanisms to prevent excessive or compulsive use among young people, a provision that explicitly covers betting and digital gaming.

Apple opens the App Store to licensed betting operators in Brazil
In a development the industry had been pushing for since the regulated market launched, Apple updated its App Store policies on May 8 to allow the distribution of fixed-odds betting applications in Brazil.
The change applies exclusively to operators holding a valid licence issued by the Secretariat of Prizes and Betting of the Ministry of Finance.
The move ends a period in which the iOS ecosystem maintained stricter restrictions for betting apps in the Brazilian market than in comparable regulated markets in Europe.
Those limitations had pushed licensed operators to prioritise mobile web versions and Progressive Web Apps over native applications, a structural disadvantage in a market where smartphones are the primary access point for bettors.
For operators seeking to list their applications, Apple has established a specific review process. Submitting updated app information in App Store Connect without uploading a new version will not trigger a review.
Developers must include Brazilian licence details in the App Review Information section, insert the information in the Notes field and attach supporting documentation confirming operational authorisation.
Applications classified as gambling content must carry an 18+ age rating in Brazil, applied automatically when developers confirm gambling content in the age rating questionnaire.
Apple’s guidelines state that applications must comply with all disclosure and notice requirements under Brazilian law, including age restrictions and gambling risk warnings.
Developers are directed to consult legal counsel on their specific obligations.
The industry’s reading of the update is clear: it represents international recognition of Brazil’s regulatory framework by one of the world’s largest technology companies.
The practical implications extend across commercial strategy.
Mobile already accounts for the dominant share of user access in Brazil, and the availability of native iOS applications opens new possibilities for conversion optimisation, user retention, CRM strategies and push notification campaigns, tools that web-based solutions cannot fully replicate.
The update brings Brazil closer to the operating conditions of established regulated markets in Europe, where licensed operators have long distributed native applications through official mobile ecosystems without restriction.
The full update is available on the Apple Developer News portal.
Brazil’s betting regulator takes the national experience to Bogotá
Daniele Cardoso, Secretary of Prizes and Betting at Brazil’s Ministry of Finance, represented the country at the 10th Ibero-American Gaming Summit, which concluded on May 6 in Bogotá, Colombia.
The event, held under the theme “Latin America: a regulated market driving opportunities,” brought together authorities and representatives from 15 Ibero-American countries alongside global companies and industry associations.
The host institution was Coljuegos, the Colombian gaming regulator linked to the Ministry of Finance and Public Credit.
Cardoso participated in the panel “Regulation and Licensing in Latin America: the stability framework,” where she outlined the trajectory of Brazil’s regulatory process and the challenges of building a framework for a market already in full operation at the time the rules were being written.
She traced the legal foundation from Law 13.756/2018 through to Law 14.790/2023, which established the fixed-odds betting regulatory regime, defining the rules for market entry and permanence, the sanctions process, consumer protection measures and mechanisms to address the negative externalities of the activity.
“Participating in international meetings allows us to learn from the experiences of other countries, exchange good practices and improve legal and technological regulatory tools,” Cardoso said.
“This contributes to a safer, more transparent and better protected environment for the bettor.”
The panel also included:
- Luis Filipe Coelho, director of the Gaming Regulation and Inspection Service of Portugal;
- José Luis Pérez, director of Regulation and Registration at Peru’s General Directorate of Casino Games and Slot Machines;
- Juan Carlos Santaella Marchán, director of Puerto Rico’s Gaming Commission;
- Maria de Lourdes Ramírez, General Director of Games and Lotteries of Mexico;
- Marco Emilio Hincapié, president of Coljuegos.
A second panel, focused on responsible gambling as a long-term business sustainability driver, addressed consumer protection as a central pillar of industry operations, with emphasis on the implementation of policies and tools capable of ensuring the viability of the business model while prioritising client protection.
Brazil’s presence in Bogotá reflects the growing weight the country carries in regional regulatory conversations.
With one of the most comprehensive licensing frameworks in Latin America now in its second year of operation, Brazilian regulators are increasingly sought as reference points by counterparts across the region.
Police forces dispute control of betting tax revenues as provisional measure creates internal friction
A provisional measure signed by President Luiz Inácio Lula da Silva in early April has generated significant tension within Brazil’s federal security forces over the distribution of revenues derived from fixed-odds betting taxation.
The measure directs up to R$200 million to the Fund for Equipment and Operationalisation of the Federal Police’s Core Activities, known by its Portuguese acronym Funapol, with the stated objective of covering health benefits for officers across three federal police forces: the Federal Police, the Federal Highway Police and the Federal Penitentiary Police.
The political framing presented the measure as a shared victory for all three forces.
The legal reality is more complicated. Funapol is structurally and exclusively linked to the Federal Police.
The provisional measure contains no legal guarantee that the funds will be distributed proportionally among the three institutions, a gap that has generated sustained concern within the Federal Highway Police and Federal Penitentiary Police, according to CNN Brasil.
The background to the measure matters.
The government had originally pursued a Constitutional Public Security Fund as the vehicle for this funding, but that project stalled in Congress with insufficient time for approval before electoral legislation restrictions came into force.
The provisional measure , which carries immediate legal force, was the alternative solution. It resolved the bureaucratic obstacle without resolving the underlying dispute over distribution.
The model established by the measure provides for the government to transfer, progressively through 2028, up to 3% of total fixed-odds betting tax revenues to Funapol.
With Brazil’s regulated market recording a GGR of R$37 billion in 2025, the potential scale of those transfers is substantial.
Congressional allies of the Federal Highway Police and Federal Penitentiary Police have responded by introducing amendments seeking to broaden the scope of distribution and prevent the Federal Police from being the sole beneficiary.
The dispute has transformed the measure’s passage through Congress into a legislative battleground, with both forces maintaining active lobbying operations in Brasília to secure equal treatment.
For the betting industry, the episode illustrates a dynamic that has become increasingly visible since the market launched: tax revenues from licensed operators are now large enough to attract political competition over their allocation, a development that underlines both the scale the regulated market has reached and the institutional complexity of managing it.
The post Brazil’s regulated betting market faces its most turbulent week since launch appeared first on Americas iGaming & Sports Betting News.
AB Trav och Galopp
Richard Woodbridge Elected to ATG Board of Directors
At the Annual General Meeting of AB Trav och Galopp (ATG) on Thursday, May 7, 2026, Richard Woodbridge, CEO of Scandinavian Heritage AB, was elected as a new independent member of ATG’s board. He succeeds Mårten Forste, who left the board at the end of 2025.
“We welcome Richard to ATG’s board. His solid experience from the gaming market will add significant value to the board’s work,” said Peter Norman, chairman of ATG.
“I am pleased and grateful for the trust in me to take a seat on ATG’s board. ATG is a very strong company and brand with an important role in both gaming and horse racing, and I look forward to future collaboration with the rest of the board,” said Richard Woodbridge.
The Nomination Committee’s proposal for re-election of other board members was approved by the meeting.
ATG’s board thus consists of:
• Peter Norman (Chairman, independent)
• Boris Lennerhov (Vice Chairman, trotting representative)
• Katarina G. Bonde (Board member, independent)
• Marie Osberg (Board member, independent)
• Richard Woodbridge (Board member, independent)
• Marie Thelander Dellhag (Board member, trotting representative)
• Anders Lilius (Board member, galloping representative)
Employee representatives on the board:
• Björn Haglund (Board member, employee representative)
• Camilla Hasselström (Board member, employee representative)
• Alternates: Gustav Enström and Leo Wilson, both employee representatives.
The post Richard Woodbridge Elected to ATG Board of Directors appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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