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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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Gaming in Spain
Register now! Gaming in Spain webinar “Licensed prediction betting in Spain?” + World Cup betting analysis
Please join us on Tuesday, June 30 at 15:30 CET for our upcoming webinar “Licensed prediction betting in Spain?”
In addition to providing a general regulatory and market update, this webinar will explore whether prediction betting can legally be organized under existing licenses.
Speakers & topics
This webinar will feature the following speakers:
- Xavi Munoz Bellvehí, Managing Partner ECIJA Barcelona
- Camille Gonzálvez, TMT & iGaming Lawyer, ECIJA
- Josh Hodgson, COO, H2 Gambling Capital
Topics to be covered include:
- General regulatory update (incl. the latest regarding the DGOJ‘s mandatory problem gambling detection algorithm and cross-operator deposit limits)
- Market update & growth projections
- Prediction betting & existing Spanish iGaming licenses
Webinar Registration
If you would like to attend this free webinar, please click here to register:
https://events.zoom.us/ev/AtwWvp0ciuq7-JbuiKrHXb0ChQtDTu3fS9AVElRoxOB42GfNDmwc~Am3WQgUkrDoUe5QW9woLqt1GDlYLXYqAOu6tzR-uzNfFmQ4pfv-477B4-g?utm_source=aweber&utm_medium=email&utm_campaign=register-now-gis-webinar-licensed-prediction-betting-in-spain-world-cup-betting-analysis
Market analysis | What will de 2026 FIFA World Cup do for Spanish sports betting?
With football providing the world’s biggest sports betting market, the FIFA World Cup always has a major impact on betting volumes.
But how will the 2026 FIFA World Cup impact Spain’s sports betting market specifically?
We asked the experts from H2 Gambling Capital who concluded the following:
Applying these dynamics to Spain […] we expect the 2026 World Cup to generate in the region of €2bn of sports betting handle for Spanish licensed operators over the course of the tournament. This figure reflects the combined contribution of existing active players betting more heavily during the event, dormant accounts reactivating, and new account sign-ups drawn in by the tournament. […]
On a GGR basis, the tournament is likely to be worth in the region of €135 m to Spanish licensed operators.
The post Register now! Gaming in Spain webinar “Licensed prediction betting in Spain?” + World Cup betting analysis appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Alberta
Why Alberta Represents the Next Major Growth Opportunity for Gaming Operators
Alberta’s iGaming market launch is right around the corner, going live on July 13 with 43 operators already approved, including DraftKings, FanDuel, BetMGM, and PointsBet.
Media Troopers is also set to enter the market alongside eight of our premium clients, with the mission to help operators capitalize on one of North America’s most anticipated markets through a suite of marketing tools designed to promote brand growth in the new region.
The Build Up to Canada’s Next Regulated Market
Alberta’s regulated iGaming market took shape with the introduction of Bill 48, the iGaming Alberta Act, in March 2025.
Championed by Service Alberta and Red Tape Reduction Minister Dale Nally, the legislation aimed to bring online gambling into a regulated framework, addressing concerns that around 70% of the province’s online gaming revenue was flowing through unregulated operators.
The bill passed in May 2025, establishing the Alberta iGaming Corporation to oversee the market, with the Alberta Gaming, Liquor and Cannabis Commission retaining regulatory responsibilities.
In my opinion, Alberta represents one of Canada’s most attractive growth opportunities for operators. The province is home to more than 4.8 million people, including 1.6 million adults aged 25-44, its largest demographic group.
With research published last year by Pew Research showing that sports betting participation is highest among younger adults, Alberta’s population profile aligns closely with key betting audiences, creating strong potential for customer acquisition and long-term market growth for operators.
Ontario’s Regulated Market as the Blueprint
Alberta isn’t the only province to have a regulated market. Ontario’s market, which went live in 2022, has ultimately become the benchmark for Alberta’s upcoming launch.
In its fourth year of operation, the province’s iGaming regulator, iGaming Ontario (iGO), recorded $4.2 billion in gaming revenue and a further $103 billion in wagers. The province is home to 44 licensed operators and 78 gaming platforms. A recent Ipsos study cited by iGO found that the market effectively encourages residents to gamble responsibly, with 91.1% of respondents preferring regulated platforms.
Speaking at the Toronto SBC Summit in May, Nally actually referenced using Ontario as a reference for Alberta, commending the safeguards it had in place to protect consumers from unregulated gambling.
That being said, Ontario’s success demonstrates the growth potential of a well-regulated market and provides a proven blueprint for Alberta’s expansion, with operators sure to capitalize on that new demand.
How Alberta Differs from Ontario
Operators entering Alberta need to know it won’t be the same as Ontario. Despite Nally expressing that Ontario was essentially a model for their own regulated market, it will come with some tweaks, or in Dally’s words, it will have its own “Alberta perspective.”
Most notable is Alberta’s revenue-sharing model that allows operators to retain 80% of generated revenue. On top of that, a further 3% contribution will be directed toward public priorities, with 2% allocated to First Nations and 1% supporting responsible gambling initiatives, including self-exclusion programs.
This framework looks to reflect Alberta’s commitment to balancing social responsibility with commercial opportunity. By ensuring that First Nations can benefit from market growth while maintaining consumer protections, the province aims to create a strong regulatory environment.
That same environment, I think, aligns closely with Media Troopers’ values, helping operators expand into new markets while supporting responsible, long-term industry growth.
How Operators Can Scale Alberta to Reach New Levels of Growth
Operators are sure to succeed and find growth from day one in Alberta’s upcoming market by leveraging Media Troopers’ proven customer-acquisition expertise. With a strong track record across multiple global markets, including close to home in Ontario, we are sure to help operators build brand awareness and retain players while navigating the new environment with confidence.
Like always, Localization is key in new markets. At Media Troopers, we can supply the tools needed to generate performance-driven campaigns that help operators really connect with their new audience and adapt to Alberta’s distinct regulatory environment.
That said, Alberta is not just another Ontario; it is a market with its own audience, culture, and expectations. I believe that operators who embrace those differences will be best positioned to achieve sustainable, long-term growth in North America’s newest market.
Written by Shmulik Segal, CEO and Co-Founder of Media Troopers.
The post Why Alberta Represents the Next Major Growth Opportunity for Gaming Operators appeared first on Americas iGaming & Sports Betting News.
Brazil
Brazil federal court suspends Spribe’s Aviator trademark rights pending final ruling
18th Federal Civil Court of the Federal District blocks enforcement of Brazilian registration No. 501759803 after action by Aviator Studio Brazil.
A Federal Court in Brazil has ordered the suspension of Spribe’s trademark registration for “Aviator,” preventing the company from relying on exclusivity rights tied to Brazilian trademark registration No. 501759803 until a final judgment is issued.
The decision was issued by the 18th Federal Civil Court of the Federal District, following legal action brought by Aviator Studio Brazil. Aviator Studio said the court recognized the strength of its claims on the grounds of invalidation of Spribe’s trademarks.
According to Aviator Studio, the case centers on evidence that the Aviator trademark was created and used years before Spribe obtained trademark protection in Brazil. The company said the court acknowledged evidence that the Aviator brand originated in Georgia in 2016 and was formally registered there in 2018.
The court also took note of prior judicial decisions in Georgia that, according to Aviator Studio, invalidated Spribe’s registration of the Aviator trademark and confirmed the rights of the original trademark owner.
“This decision represents an important step in protecting the Aviator brand and enforcing intellectual property rights internationally. In practical terms, this means that, until the final resolution of the Spribe’s trademark invalidation proceedings, Spribe will no longer be able to continue it’s disruptive practices against operators, including sending threatening letters or initiating legal actions related to the use of Aviator Studio’s trademark.” comments George Pruidze, CEO of Aviator Studio. “We remain committed to defending the integrity of the Aviator brand and ensuring that its legitimate ownership is recognized across all jurisdictions.”
The post Brazil federal court suspends Spribe’s Aviator trademark rights pending final ruling appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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