Network Optimization
Learn how Subspace optimizes the Internet for your real-time application.
Learn how Subspace optimizes the Internet for your real-time application.
Most games use a variety of criteria to match players. You consider rank and other things such as language, premades, and use of chat. You may even use matching to punish bad apples. But the smaller your match pool, the more you must compromise your criteria to make a match.
Mitigating network performance issues often forces game developers to constrain player opportunities. When your engineers implement geographically distributed servers and CDNs to help improve a player’s ping time, your player pool is divided based on their proximity to an available server. So, instead of one large pool, you have multiple separate pools.
The internet has inherent limitations that make it poorly suited for real-time applications such as gaming. By running your game on a network built from the ground up for real-time, you can eliminate these limitations entirely. Finally, a way to bring together your separate player pools.
Subspace redesigned the internet for today’s real-time applications. By creating our own active mesh optical transport network overlaying the internet, we are the only global platform routing traffic at the maximum speed in real-time.
We offer high-performance network optimization for multiplayer games, giving you real solutions for increasing the size of your matchmaking pools.
Prominent games may have thousands of players in their pool at any given time. This gives them a distinct advantage in matchmaking. When there are plenty of players to be matched, matching criteria can be rigorously applied, and the player is more likely to have a good experience. As the pool shrinks, there are compromises. Wider disparity in rank is accepted and lesser criteria such as social considerations may be ignored entirely.
We’re optimized for real-time protocols. Whether you need to accelerate TCP/UDP traffic with our PacketAccelerator, move your RTP media faster than ever before with SIPTeleport, deploy global TURN without switching on a server with GlobalTURN, or remove dependency on SBC with a single API call on RTPSpeed, we have you covered.
Subspace had to come up with a combination of software and hardware that sets up a kind of parallel internet, or one that routes around the problem traffic and creates fast lanes for the game companies that pay Subspace for the speed. Companies like Epic Games and Roblox are adding concerts, and by adding a new form of entertainment to a game, they give people more reasons to come back and spend more time in their worlds. That’s how the metaverse eventually happens, when we get enough reasons to spend all day in it.