density
homes
Gaming hardware sits bought, plugged in and cooled before we arrive. The operator owns the machine, so cooling, bandwidth and real estate are never ours.
density
Gaming hardware sits bought, plugged in and cooled before we arrive. The operator owns the machine, so cooling, bandwidth and real estate are never ours.
certainty
Carrier sites come pre-powered and cooled at four to seven cents a kilowatt hour. 168 live game sessions ran over 20 days on UK tower sites.
ours
the layer
Three components, built by us, and the only part of this picture we own.
The clearest evidence comes from the market itself: in 2026 the largest cloud-gaming services capped play hours or cut features. That is not a pricing choice. It is the cost of GPUs that sit waiting for the evening peak.
YOM
sessions
stateful: one player on one live connection, input up and frames back for the whole session
middleware
hardware encoding (NVENC) and WebRTC streaming built in, so the buyer ships no streaming stack
latency
each session placed on the nearest qualifying node; sub-10 ms one-way is the target
content security
a container per session, destroyed when it ends, on an encrypted node disk; unreleased builds only on capacity YOM controls
overflow
rented cloud GPUs take the overflow where operator supply is thin
defensibility
patent-pending technology across the secure boot medium, pixel streaming and orchestration
stateless GPU networks
sessions
GPU-hours, mostly batch and stateless inference
middleware
raw GPU rental
latency
latency tolerant by design
content security
the buyer secures its own workload
overflow
the buyer's problem
defensibility
commodity aggregation
the orchestrator
The control plane. It checks every node near the player for GPU capability and free capacity, and places the session on the nearest one that qualifies, so the player gets the shortest path the network can offer.
Five steps from a click to a paid operator, the same route the world above takes.
Press play in the browser. Nothing to install.
The nearest qualified node takes it.
HyperOrchA fresh container for this player, destroyed when the session ends.
NodeOSFrames encoded on the GPU and sent over WebRTC; input comes back up.
Universal StreamerThe fee is split and the operator is paid.
the runtime
Each player gets a Docker container with GPU access (NVIDIA Container Toolkit), destroyed when the session ends, so nothing carries over. Windows titles run through Proton, and the host agent pulls its work, so a node opens no inbound ports.
the last meter
Each session runs on the GPU's hardware encoder (NVENC) and streams over WebRTC to the browser, so players install nothing and the title needs no change.
live network
Every green point is a host machine, sized by the sessions it served. Every line is real sessions between a player area and a host. Player positions are rounded to about 110 km.
15ms
median one-way latency, players within 50 km of a node
Median one-way latency (half the WebRTC round trip), last 30 days, players within 50 km of the node, measured as of 10 Oct, 00:00 UTC. The figure the rest of the site quotes.
40.5ms
median, all sessions
The same measurement over every session in the window, including players far from any node.
Full benchmark detail on the source of truth page.
The docs go one level deeper on every component above. If you would rather test it than read it, tell us what you want to run.