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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.

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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

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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

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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.

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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.

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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.

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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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Rivalry Provides Update on Management Cease Trade Order

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Rivalry Corp. (the “Company” or “Rivalry”) (TSXV: RVLY) (OTCQX: RVLCF) (FSE: 9VK), is providing this bi-weekly update on the status of a management cease trade order granted on May 1, 2025 (the “MCTO”) by its principal regulator, the Ontario Securities Commission (the “OSC”), under National Policy 12-203 – Management Cease Trade Orders (“NP 12-203”). On May 2, 2025, the Company announced that there would be a delay in the filing of its annual financial statements, management’s discussion and analysis and related CEO and CFO certificates for the fiscal year ended December 31, 2024 (collectively, the “Annual Filings”), as required under applicable Canadian securities laws (the “Default Announcement”). As stated in the Default Announcement, the Company expects to complete the Annual Filings by June 30, 2025.

The Company advises that: (i) there have been no material changes to the information contained in the Default Announcement; (ii) it intends to continue to comply with the alternative information guidelines of NP 12-203; and (iii) except as previously disclosed, there are no subsequent specified defaults (actual or anticipated) within the meaning of NP 12-203.

The MCTO will remain in effect until the Company is no longer in default with respect to its filing requirements and the OSC lifts the cease trade order.

The post Rivalry Provides Update on Management Cease Trade Order appeared first on Gaming and Gambling Industry in the Americas.

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ELA Games Continues Its Expansion With of Peter Vonarshenko, Senior Business Development Manager

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The appointment marks a crucial milestone in the studio’s growth

ELA Games, an innovative game development studio, announces the appointment of Peter Vonarshenko as Senior Business Development Manager.

Peter has garnered vast experience as a business development manager in the industry and has been a key growth factor in previous roles. His communication and sales skills, which have helped him develop relationships and negotiate deals with key industry players, will be a crucial asset for ELA Games going forward.

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Together, ELA Games and Peter will work to solidify the studio’s position as a leading game development company and continue its growth. As Senior Business Development Manager, he will help with creating new, fruitful partnerships.

Peter Vonarshenko commented on the appointment, “It’s a pleasure to work with ELA Games after hearing about the company for a while. The studio’s vision and innovative content resonates with me, and I look forward to helping ELA Games grow into an online gaming powerhouse.”

ELA Games’ appointment of Peter highlights the studio’s proactive approach to its growth ambitions. This key leadership recruitment will drive our strategic growth and industry positioning.

The post ELA Games Continues Its Expansion With of Peter Vonarshenko, Senior Business Development Manager appeared first on European Gaming Industry News.

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Kaizen Gaming Displays the UEFA Europa League and UEFA Conference League Trophies in Bulgaria, Portugal and Romania

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Trophy exhibitions in Romania, Portugal, and Bulgaria give fans unforgettable moments. Legendary goalkeeper, Gianluigi Buffon, joins the celebrations in Sofia.

Kaizen Gaming, one of the world’s biggest GameTech companies and owner of the Betano online sports betting and gaming brand, has joined forces with UEFA to bring the UEFA Europa League and Conference League trophies closer to European fans. Namely, the trophies were displayed in Romania, Portugal and for the first time in Bulgaria. The events are part of Betano’s 3-year global sponsorship of the UEFA Europa League and UEFA Conference League from the 2024/25 to the 2026/27 season.

The exclusive presentation of the UEFA Europa League and UEFA Conference League trophies took place at the Sofia Event Center in the Paradise Center mall on April 29th, with special guest UEFA Ambassador and legendary Italian footballer Gianluigi Buffon. Recognised as one of the best goalkeepers in football history, Buffon attracted intense media interest and was surrounded by fans during the event.

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“I am truly honored to join the Betano Trophy Event as a UEFA Ambassador,” said Gianluigi Buffon. “It is a great opportunity to visit Sofia for the first time and engage with such a passionate football community. I’m excited to share this experience with Bulgarian fans and celebrate the spirit of the game together.”

Also in attendance at the event were Bulgarian football legend Krasimir Balakov and one of the favourite names of Bulgarian pop-folk – Galena.

Ιn January, the trophies were displayed to football fans in Romania in an unforgettable event at Park Lake Shopping Center, in Bucharest. The event drew big crowds of enthusiastic football fans who got to see the trophies in person while also enjoying a meet and greet with players from Fotbal Club FCSB, Romania’s current league champions, sponsored by Betano.

The trophies were also displayed in Porto, Portugal, where over 1,700 fans got up close with them. In addition to seeing the trophies in person, fans were also welcomed by former FC Porto captain and 2011 UEFA Europa League winner, Helton. During the event, the renowned goalkeeper reminisced about the all-Portuguese Europa League final in Dublin in 2011 and the fantastic moment of lifting the trophy in front of FC Porto’s fans.

Betano will look to host further UEFA Europa League and UEFA Conference League events in new locations during the next season.

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The post Kaizen Gaming Displays the UEFA Europa League and UEFA Conference League Trophies in Bulgaria, Portugal and Romania appeared first on European Gaming Industry News.

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