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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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Massive Gaming plugs three studios into Bragg’s content hub for regulated rollout

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Distribution starts with Brazil, Greece and MGA-licensed markets, with more regulated jurisdictions planned.

Massive Gaming (MVG) has partnered with Bragg Gaming Group to distribute its iGaming content across regulated markets via Bragg’s bragg hub aggregation platform.

Under the deal, content from Massive Gaming’s three studios — Slotmart, Whale House and Blitzcrown — will be integrated into bragg hub and made available to Bragg’s operator network. Massive Gaming said its portfolio includes traditional slot titles, regulated market content, and non-traditional formats such as crash-style and plinko games.

The agreement initially covers operators in Brazil, Greece and MGA-licensed jurisdictions, with plans to expand into additional regulated markets.

George Cho, Director at Massive Gaming, said: “Partnering with Bragg Gaming Group is a major milestone for Massive Gaming, as we look to scale our presence in regulated markets around the world. bragg’s established platform and global reach give us great foundations for bringing our multi-studio portfolio to a wider audience, and we look forward to working together to deliver high-quality gaming experiences to operators and players globally.”

Hristofor Hristov, Commercial Director Aggregation at bragg, said: “Adding Massive Gaming to the bragg hub is a fantastic step forward as we continue to enrich our aggregation offering with high-quality, diverse content. Their multi-studio approach perfectly aligns with what modern operators are looking for. We are excited to leverage our robust technology and footprint to propel their games across Brazil, Greece, MGA markets, and beyond.”

The post Massive Gaming plugs three studios into Bragg’s content hub for regulated rollout appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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2026 World Cup

Superbet launches ‘As Odds do Penta’ hub tracking Brazil 2026 title odds

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Platform pairs sportsbook simulations with a QualiBest survey on fan confidence and compares 2026 sentiment to Brazil’s 2002 campaign.

Superbet has launched “As Odds do Penta,” a data and research hub focused on Brazil’s 2026 World Cup outlook, using sportsbook-driven simulations and public opinion polling to compare the current cycle with the national team’s 2002 campaign. The initiative was announced in São Paulo in June 2026 and is hosted at termometrosuper.com.br.

According to Superbet, its sportsbook model runs predictive simulations and weighs performance metrics alongside qualitative inputs, including media coverage tone and fan engagement, to recreate historical probabilities and compare them to today’s market. “The odds in 2002 would certainly be as high as what we have now in 2026.. The scenario has several similarities: widespread distrust, a tense qualifying phase, and pressure from the press.”, said Guilherme Simantob, a statistician at Superbet.

Superbet also cited results from “Termômetro Super,” a survey commissioned from Instituto QualiBest and conducted June 4-6 with 824 internet users aged 40+ across Brazil. The company said 58% of respondents see a medium-to-high probability of a Brazil turnaround in 2026, and that 58% reported being optimistic or moderately confident based on historical parallels. The release also noted demographic splits, including higher uncertainty among women; a more negative view among Class A respondents compared to Class C; and a stronger “medium probability” view among respondents aged 61+ (44%) versus those aged 40-50 (33%).

On whether prior World Cup disappointments affect belief in a 2026 title, Superbet said 35% reported that pressure from previous defeats reduces confidence, while 22% said history shows Brazil performs strongly when expectations are low; 37% described themselves as moderately confident.

The company added that, based on its reconstruction, Brazil would have been priced at 8.50 in 2002 (which it equated to an 11% mathematical chance). For 2026, Superbet said Brazil’s title odds are around 9.50, and that the “mercado internacional” assigns the team about a 5% chance to win. Commentator Jorge Iggor, cited in the release, argued that entering without being the market favorite can reduce pressure: “Looking at the historical context and the odds themselves proves that not carrying the absolute favoritism for 2026 is a great advantage. Arriving without the weight of being the top team on the market relieves the pressure and makes the atmosphere much lighter. In 2002, the team also defied all predictions and clinical doubts about its main stars to lift the trophy.

Superbet also highlighted what it called an experience edge in the current squad: “There is an unprecedented and favorable point for the current team. The players selected for the 2026 tournament have accumulated far more titles than the 2002 team at that time: 305 titles combined now, compared to 176 in 2002. This provides experience in big games that could be our unseen advantage.”, Simantob said. The company said the hub will update during the tournament, including additional “Termômetro” polling updates tracking changes in public confidence.

The post Superbet launches ‘As Odds do Penta’ hub tracking Brazil 2026 title odds appeared first on Americas iGaming & Sports Betting News.

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Altenar

Altenar launches Super Early Payout to boost World Cup engagement

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Leading sportsbook provider Altenar has announced the launch of Super Early Payout to give soccer bettors more chance to celebrate winning moments before the final whistle.

The new promotion has gone live in time for the World Cup 2026 and means bettors who back a team in eligible markets will have their bet settled as a winner as soon as their selected team takes a one-goal lead, regardless of the final result.

This is an upgrade to the popular Early Payout offer, which requires a team to lead by two goals before qualifying bets are settled. Reducing the threshold to one goal allows Super Early Payout to deliver faster wins and an even more engaging betting experience.

Operators can configure the promotion for a specific team or both teams, while also having the option to replace the standard 1X2 market for a more prominent promotional experience.

Altenar has also brought greater flexibility to promotional campaigns with improvements to the Early Payout feature, which can now be applied directly to selected events rather than entire championships, making it easier to highlight key World Cup fixtures and other high-profile matches.

The enhancement supports both two-goal and three-goal Early Payout configurations and can also be applied to one or both teams. By moving beyond championship-wide set-ups, operators can create more targeted campaigns.

Expanded markets have also enriched Altenar’s soccer coverage at major tournaments such as the World Cup. New additions allow bettors more choice when it comes to player performance, including how goals or shots were made (by foot, header, outside the box etc).

Player specials have been expanded to include substitute coverage, allowing betting opportunities to remain relevant even when the originally selected player is replaced by a substitute.

A comprehensive range of player, team and match markets are also now available for matches that go to extra time, creating additional betting opportunities during the knockout stage of tournaments such as the World Cup.

These new features follow on from the World Cup Lobby, which was recently released by Altenar as a dedicated event hub designed to enhance player engagement and streamline navigation during the upcoming tournament.

Nikos Zygouris, Head of Sportsbook Product at Altenar, said: “At Altenar, we’re focused on giving our partners the flexibility to tailor their sportsbook experience to the needs of their customers.

“Super Early Payout allows operators to offer a more engaging soccer betting proposition, while our expanded range of markets means bettors have more choice than ever when it comes to placing bets on the markets which matter most to them.

“These enhancements combine greater promotional flexibility with deeper soccer coverage, helping operators maximise engagement throughout the World Cup.”

The post Altenar launches Super Early Payout to boost World Cup engagement appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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