Vectorplay120 fps

About us

We measured the latency budget and found most of it was ours

Vectorplay began as a research project into where the milliseconds in cloud gaming actually go.

2018
founded
221
people
11
countries
100%
engineer-owned

Origin

It was never the network

Everyone blames the internet. We instrumented the whole chain and found that on a decent connection, network round trip was about a third of the added latency — the rest was encoder queueing, GPU sharing and a client that buffered defensively. All three are engineering choices, and all three are fixable.

  • Whole GPUs, never partitioned
  • Latency published per region and remeasured weekly
  • Fair-use limits stated as numbers, not as 'unlimited'
2021

A latency measurement project

Instrumenting the whole chain.

2022

First region

Frankfurt, 200 GPUs, invite only.

2024

QUIC datagram transport

Loss stops meaning stall.

2025

AV1 encode

Bandwidth requirement falls by a third.

2026

14 regions

12,000 GPUs, 17 ms median added latency.

How we work

Boring on purpose

We would rather run software that is three years old and understood than something new that pages us at 04:00.

Own the path

We buy transit from multiple carriers and peer directly wherever it is possible, so a single bad hop is never a single point of failure.

Write it down

Every incident gets a public write-up. Every design decision gets an RFC. Institutional memory beats heroics.

Some of the people behind it

A quarter of the company has been here since the first rack.

J. NakamuraProduct
W. ChenDesign
D. HaugenProduct
R. MendesPlatform
B. SørensenProduct
H. FerreiraData
A. VasquezDesign
U. BergströmPlatform

We are hiring

Remote-first across EU time zones, with a small office network for people who prefer one.