NETINT Technologies about Cloud Gaming being Real. A conversation with the CEO of Blacknut

NETINT Technologies about Cloud Gaming being Real. A conversation with the CEO of Blacknut

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So we are at the top of the hour, and looks like  we should get started. Oliver, are you ready to   talk about cloud gaming? Absolutely ready.  Excellent, excellent. Well, welcome to those  who are joining us live. This is the May edition   of Voices of Video. And if you haven't joined  us before, Voices of Video is a conversation,   or some might say a real dialogue. Not a podcast,  I guess a videocast. We go live on LinkedIn and   also a lot of other platforms. And we are talking  each month with innovators in the video space.  

And so this month I am super excited to have  Oliver Avaro, who is the CEO of a company called   Blacknut. And we are talking about cloud gaming. I  will let Oliver tell us all about what his company   does. But welcome to Voices of Video, Oliver. Look, thanks a lot, Mark, for the nice   introduction. So my name is Oliver Avaro, I'm  the CEO of Blacknut, which in short is doing   to games what Spotify did for music, right? So  we are distributing game from the cloud, large   catalog of games, more than 700 games so far,  and this for a simple subscription fee, right?   I was long time a gamer. I enjoyed it a lot when  I was a teenager. I enjoyed it a lot with friends,  

with my family, later with my kids. And  I started Blacknut in 2016 with the big   ambition to actually brings this joy of gaming,  this good emotion, all the also positive value of   playing together to the mass market. We deployed  the tech for about three years. I think cloud   gaming does require a bit of technology to work  efficiently. Then we started deploy it all over  

the world and this is where we are today. I love it. So I have to ask the question,   sometimes when we're building advanced  technologies, we get so into the technology,   we don't get to do the thing that we originally  set up to do like play games. So are you still   a gamer? Set aside time each day to play? I set aside each time to play a little bit. That's   true. And I have to say that I was a... The first  game I played was on the Commodore 64 machine,   it was named Boulder Dash, right? The older of the  audience will know about it. Now I'm still, I've   been playing with my kid of course on the Wii, all  the Nintendo games. And Mario and Super Mario Kart  

and Super Mario Galaxy, right? And to be truly  honest, I'm still playing a bit with my kid, but   mostly I'm touching a bit Pokemon Go sometimes to  still get a conversation with my wife on gaming.  That's good. That's good. Well, I am really  excited for this conversation. And I was just   thinking back as I was making some notes for what  I thought we should talk about. And in 2007 I had   the distinct privilege, and I really do consider  it to be a privilege, to be a part of a company,   one of the early, early innovators of streaming  what we call now OTT, and at the time it was   transactional VOD. The company still exists, it's  called Voodoo. And we had this crazy idea to take   the Blockbuster, those who have been around for  a little while will remember Blockbuster video   stores in the US. Other countries, they had the  equivalent. And eventually I think Blockbuster did  

expand outside the US. But you'd go to the video  store, you'd rent a disc, DVD, and then eventually   Blu-ray, and you would drive home so excited for  the family to join around the TV and watch it.  And I can remember how shocking it was to  have built this amazing experience where   every title was in stock. And those  of us who remember the video store,   remember that that was part of the challenge, on  new release day you had to rush down to the store   to be the first in line so you could even get the  movie, because they only had so many copies. And  

then of course you had to worry about did I return  it, did I return it by the deadline or do I have   to pay for a second day. There was a lot about the  experience that actually wasn't so great. And yet   we were shocked at how many people said, "Why  would I want to stream over the internet? DVD   is great. This is amazing. Look at the quality.  No one's going to want to replace the DVD." Well,   15 years later, obviously that sounds absolutely  crazy, as now the entire world is streaming and   we can't even imagine a world without it. But as I was thinking about cloud gaming,  

it feels like maybe we're a little bit further  than we were in 2007, but they're still not   everybody's convinced. And I'm even surprised that  major publishers that I'm coming across, and it's   not a foregone conclusion that the console is  going to be replaced with streaming. And so   let's start there. Oliver, I have to imagine that  a lot of what you're spending time doing, aside  

from building the technology, is making the case  for why internet delivery of a game experience is   going to be better and is ultimately better than  something that's installed on a PC, downloaded   or a console. So what insights do you have to  share about where we are in this transition from   consoles and discs to streaming for games? And Mark, I think the analogy with the   Blockbusters I think is very relevant. And I  feel that first, in terms of market maturity   for the end user, we are probably at that point  where people would question, "Why should I do   that? I can download a game, why should I actually  stream it? Why do something different?" Right? And   when I created Blacknut, actually a person that  I highly respect told me, "Wow." People will not  

use it because they can download it, right? Now,  if you look at where we are right now with people   now consuming all the media, like audio and video  and your musics and books in a streaming manner,   it seemed that definitely having those people  accessing games the same way seems to be actually,   it's the right idea or the right next step, right? And I do think that there is a bit more of   maturity of people actually willing to access  games this way. Now, there has been probably   an inflection points in terms of technology  maturity. I think the technology, meaning   basically the hardware you can have on the cloud,  the bandwidth you have available on your home,   as a kind of device you have to run it and so  on, is good enough to provide actually a great   experience. And I do think that we are at the time  here where we're passing this inflection point   that probably years ago it was not sufficient. And  we have seen lot of companies trying to do this,  

but actually failing and failing really badly.  But actually learning a lot from these failures.  So I think we're at a very exciting time now where  we have this maturity in terms of technology. We   have the maturity of the end user, because they  are used to consume this kind of media with audio,   video, eBooks and so on. So probably they're  craving to get access to game, and more and more   people are gaming. And we have also the maturity  of the content owner and the publisher. So I think   we're at a very, very good time in the market. Well, I definitely agree that  

we are much further advanced than we were. I think  of some of the things that we had to do, Voodoo in   2007 actually required an appliance, a device  with a hard drive in it that we could download   the first 30 seconds, maybe a minute of every  single title in the library in it. At that time,   the library was not as big as what the  libraries are today. But just because  

streaming bandwidth was 768 kilobits. Maybe 1.5  megabits was really fast. If you were really   lucky you had 5 megabits. My, how we've grown.  So it's definitely we're in a better position.  Before we get into the technology, because that's  where we're going to spend the bulk of our time   today. But something that I think also you're in  a really good position to address is, is the cost   side. So certainly, we're at a place today with  the cloud that you can deliver anything, really   anywhere via the cloud. So the notion that you can  do cloud gaming, i.e., it's possible to deliver an   ultra low latency, very high quality experience  from the cloud. I don't think anybody conceivably  

would say, "Oh, I don't believe that. That's not  possible." But there is a real issue of the cost.   And so why don't you address where we're  at in terms of just delivery cost, and I'm   speaking of OpEx. Where are we at? I mean, is this  possible but not affordable, or is this possible   and affordable, even for someone who might not  be able to charge their consumer a whole lot   of money? Not all markets are the US or Western  Europe, or some of these regions where consumers   are willing to pay $10, $15, $20 a month. No, that really is a key issue, Mark. Because,   as you mentioned, I think we passed the technology  inflection point where actually the service   becomes to be feasible. Technically feasible, the  experience is good. We think it's good enough for   the mass market. I am sure that some people will  be unhappy with it. Really, core gamers will say,   "Well..." Sure. 

Probably the same people that when the DVD came  they say, "Well, I still want to listen to my   vinyl on my [inaudible 00:11:46] because this  is what I'm using to listen my music. And you   will not beat that quality with digital  sound." Right? But for the mass market,   I think we got to the point where the feasibility  is here. Of course we need good bandwidth,   stable, very low jitter, so the variation  of the latency. But we are here right. 

Now, the issue is indeed on the unique economics  and how much it costs to actually stream and   deliver games in an efficient manner, so that it  is affordable basically for the mass market. And   one thing here is I think the gaming is not done.  Okay? There is some challenges. As you know,   the cost of streaming depends on the number  of hours per month, let's say that you stream.  

We think that we got at least some maturity  where it's becoming available so that you get   to a price point which is what people  expect, which is between $5 to $15,   depending on the how poor are the country is.  So we think this is realistic. But of course,   it depends on the intensity of the player, how  much they play. And if you want somehow to really   sustain and to have great economics, there is  still some improvement to be done. Okay? And I  

would say we have the baseline architecture  that allows the service to be profitable,   to make it really work, really scale. There is  still some margin of improvement. And we have   ways actually to improve this unique economics. So you're saying right now that to the end user,   which means that the actual cost to deliver the  service has to be less. But to the end user,   about $5 a month to $15 a month is  a target that is possible to reach?  [inaudible 00:13:41]. Right. Okay. So $5 a month, even in   more emerging markets where maybe subscription  prices cannot be what they are say in the US,   feels like that's doable. So that's actually  good to hear. Tell us what is the technical...   Let's talk now about what the technical  infrastructure looks like and what it takes   to deliver. How have you built your system? And  then we will get to the broader architecture of  

Blacknut and what exactly you're offering. But  let's start with what is your system built on?   What does it look like? What are you deploying?  Is this a cloud service? Is it run all on prem?  So basically, the architecture of cloud  gaming is somehow simple. You take games,   you put them on the server in the cloud and  you're going basically to virtualize it and   stream it in the form of a video stream or in some  other format so that you don't have to download   the game on the client side, and you can play  it as you are playing a video stream. And when   you interact with the game, you send a command  back to the server and then you interact with   the game this way. And so of course bandwidth  need to be sufficient, let's say 6 megabit per   second. Latency need to be good, let's say less  than 80 milliseconds. And of course you need to  

have the right infrastructure on the server that  can run games. No games mean a mixture of CPU,   GPU, storage, and all this need to work well. We start deploying the service based on public   cloud, because this allow us to test the different  metrics, how people were playing the service,   how many hours. And this was actually  very fast to launch and to scale. So this   is what the public clouds, the hyperscaler,  [inaudible 00:15:44], SCP and so on provides.   That's great, but they are quite expensive  as you know. So to optimize the economics,   we actually built and invented in Blacknut what we  call the hybrid cloud for cloud gaming, which is a   combination of both the public cloud and private  cloud. So we have to install our own servers  

based on GPUs, CPUs and so on, either directly in  Blacknut or with some partners like Radian Arc so   that we can improve the overall performances  and the unique economics of the system.   That I think allowed us to build a profitable  service. I think if you just match basically   the public cloud currently, I think this is  super hard to get something which is viable.   But with this kind of hybrid cloud,  I think it's actually very doable. 

And these are standard x86, commercial,  off-the-shelf, Intel, AMD machines. I mean,   there's nothing special required or  have you gone to a purpose-built design?  No, the current design is basically  definitely specific for the private cloud,   but it's based on standard x86. And for GPU we  use a AMD or NVIDIA. Okay? We have a mixture   of different providers, but basically this is,  I would say reasonably standard architecture,   with a mix of CPU, GPU and storage. The cloud gaming use case is a primary   one and that's obviously why we got introduced.  And you are using Netin, which we will get to. But   kind of the key measure from a technology  perspective, and it maps directly back to cost,   for a cloud gaming installation is the number of  concurrent sessions per server. Obviously, just   stands to reason that the more concurrent sessions  or players that you can get on a server, well,   it's going to be less expensive to operate and to  run. So that's not too difficult to understand. 

One of the things that's really interesting  is, and I'd like for you to talk about this   architecture where you have the GPU rendering  the game, but you're actually not doing the video   encoding on the GPU. So what does that look like?  And also, talk to us about the evolution, because   that's not where you started. And most cloud  gaming platforms today are attempting to keep   everything on the GPU, which has some advantages,  but it has some very distinct disadvantages and   trade-offs. And the disadvantage is you just  can't get the density, which means that your  

cost per stream likely cannot meet that economic  bar where you can really affordably deliver   to a wider number of players. I.e., you can't  drive your cost down so you have to charge more,   and there's people who will say,  "Well that's too expensive." But   talk to us about this architecture. So that's correct, Mark. I think the   ultimate measure is the cost per CCU, right?  The cost per concurrent user that you can get   on a specific bill of material. If you have a  CPU plus GPU architecture, the game is going to   actually slice the GPU in different pieces in the  more dynamic manner and in the more appropriate   manner so that you can run different game and  as much game as possible. Right? So typically  

if you get on the standard GPU, you can run  probably a big game, like a large game and   you can cut the GPU in four pieces. If you run  a medium game, you can run it maybe in 6 or 8   pieces. And if you run a smaller game, then maybe  you can get to, I don't know, 20 pieces, right?  There is some limits on how much you can slice the  GPU for the GPU to be still efficient. And likely,   for example, the NVIDIA [inaudible 00:20:05]  centralized you to slice one GPU in 24 pieces,   but that's it, right? And so there is some limits  in this architecture because it all rely on the   GPU. We are indeed investigating different  architecture where indeed we are using a VPU,  

like Netin is providing a video processor  that will somehow offload the GPU of the   task of encoding and streaming the video  so that we can augment the density. And   we see it in as terms of full architecture as  something which will be a bit more flexible.   I think in terms of number of big games, because  they rely much more on the GPU, probably you will   not augment the density that much. But we think  that overall, probably we can gain a factor of   10 on the number of games that you can overall  run on this kind of architecture. So passing   from a max of 20, 24 games to a time 10, right?  Running 200 games on architecture of this kind.  Yeah, that's really remarkable. And just in  case somebody isn't doing the quick math here,  

what you're saying is that is it  with this CPU plus GPU plus VPU,   which the VPU is the ASIC based video encoder,  all in the same chassis, so the same server,   we're not talking about different servers, you  can get up to 200 game players simultaneously, so   concurrent players. Which just radically changes  the economics. And in our experience, working   with publishers and working with platforms,  cloud gaming platforms, nearly everybody has   said literally without that it's not even really  economical to build the platform. In other words,   you end up having to charge your customer so much,  and where the experience is, it's not viable.  That's correct. Yeah, that's important.  And for certain category of games, definitely you  can reach this level. So actually augmenting the   density by a factor of 10 means also of course  diminishing the cost per CCU by a factor of   10. So if you pay $1, currently you will pay  10 cents, and that makes a whole difference.  

Because let's assume basic gamers will play  10 hours per month or 30 hours per month,   if this is $1, this is $30, right? If this is 10  cents, then you go to one to $3, which I think   makes the match work on the subscription,  which is between 5 to 15 euro per month.  One of the questions that comes up, and I  know we've had this conversation with you,   is how is this possible? Because anybody  who understands basic server architecture,   basically it's not difficult to think, well, wait  a second, isn't there a bottleneck inside the   machine? And this must require a really super  hot rodded machine. So maybe the cost savings   is offset by super expensive hardware.  And I think it's important to note that   the reason why this is possible is first of all,  the VPU is built on NVMe architecture. So it's  

using the exact same storage protocol as your hard  drive, as the SSDs that are in the machine. And   what we have done, what Netin has done is actually  created a peer-to-peer sharing inside the DMA. So   basically the GPU will output a frame, a rendered  frame, and it's transferred literally inside   memory, so that then the VPU can pick that up,  encode it, and there's effectively zero latency,   at least in terms of the latency is so low  because it's happening in the memory buffer.  And so if anybody's listening and raising an  eyebrow wondering, "Well wait a second, surely   there's a bottleneck." And especially if you're  talking 60 frame per second, which by the way,   our benchmarks are generally always at 60 frames  per second. Because unless it's real casual games,   you need that frame rate to really deliver a great  experience. Even above resolution in some cases,  

it's better to get the frame rate up  than to increase the size of the frame.  Absolutely. Absolutely. Yeah.   Let me just pause here and say that we would  love to have questions. And so feel free,   on whatever platform, if you're on YouTube or  LinkedIn or wherever watching us right now,   just type in and I will try and pick those up.  I have looks like, like we already have one.   I think this is actually a really good one. I'm  going to pick this up right here. But feel free  

to enter questions in the chat. So Oliver, the  question is, "I live in a country where stable   internet is not always available." And by  the way, I would say that this isn't only   a country issue, internet varies, right? And  the expectation of users is more and more that   they don't think about the fact that I'm in a  car, I happen to be in an area where there's   great coverage, but seven miles down the road  that changes, right? They want to keep playing   and keep enjoying this great experience. So the question is, "I live in a country   where stable internet is not always available.  How will this affect the gaming experience?" And  

yeah, I mean, that's the question. So what's your  experience and how are you guys solving for this?  You see, in Netflix or Spotify, you can actually  buffer content so that even if your bandwidth is a   bit clumsy, you can actually store that content  in the CDM and keep the experience good enough,   right? Or you can download the video and make  it work. So definitely you have some way to   solve that problem in I would say cold media,  right? Media that you can encode in one way,   then stream later. In games,  this is completely different. 

Yeah, you can't do that. Because we have to encode,   stream, deliver, and then in text integration  right away. So if your bandwidth is not enough,   if the quality of the bandwidth is not  enough, and not only in terms of the size of   the bandwidth but also in terms of characteristic.  The latency, how this latency is stable and so on,   then the experience will be great, right? So what we've been doing actually with Ericsson,   okay, is to use 5G networks and to define  specific characteristic of what is a slice in   the 5G network. So we can tune the 5G network to  make it fit for gaming. And to optimize basically  

the delivery of gaming with 5G. So we think that  5G is going to get much faster in those region   where actually the internet is not so great.  We've been deploying the Blacknut service in   Thailand, in Singapore, in Malaysia, now in the  Philippines and so on. And this has allowed us to  

actually reach people in regions where there is  no cable or bandwidth with fiber and this kind   of things. So look, I'm not going to solve  a problem where bandwidth is not available,   but maybe bandwidth will come faster  with 5G and that could be the solution.  Yeah, I want to make a comment there, and  thank you for the answer. We are seeing,   so it's very interesting, and I'll use India  as an example. So for years in video streaming,  

the Indian market was used as an example of where  it was very difficult to deliver high quality,   and especially if you wanted to deliver say  720p, and 1080p was almost assumed at a certain   period of time it's not even possible. Because the  network capacity and the speeds were just so low.  What has happened is, and India's a great case  study here, but it's really almost all regions   of the world, as these infrastructures, these  wireless infrastructures have been upgraded,   they leapfrogged literally from 3G or in some  cases even 2.5G and before, and just went all the   way to 5G. And so in the last five years there  has been such a fundamental shift in bandwidth   availability that in some cases, some of these  regions of the world, not only is it definitely   no longer true that they're slow, they're faster  than some of the more developed countries. So I do   want to make that statement there. One question,  Oliver, can you talk about is this webRTC? What   protocols you're using? There's a lot of talk  right now about QUIC. And I think that would be  

interesting for some of the listeners who might  be wondering even what protocols you're using.  So we use standard codeX to start with the  bottom line. We have not embedded codeX,   we have been into the standardization industry  of audio and video for quite some years,   and I think you have great experts here  doing great technology. And this technology   is actually embedded into the chipset, into the  hardware, so actually you can rely on hardware   encoding and decoding capabilities. So we do think  standard codeX is basically a must have, right? Of  

course you need to configure them the right way  because you have to code real time. Okay? So you   cannot use a particular techniques to wait for a  couple of frames or more, so you have to optimize   this. But basically we use standard codeX. Then on the protocols on top of this we have   actually a large variety of protocol. It depends  on the device on which you are streaming. So it  

can goes from full-property protocol that  we have invented and patented in Blacknut,   to standard webRTC. Okay? So if you look at  devices like Samsung and LG, which are basically   the top manufacturers, I think the service has  been launched on LG. We are going to announce,   I think our launch with Samsung in very short  time. And these devices support webRTC, and   that basically is the only way to implement and to  support the cloud gaming solution efficiently. So   short answer, we use a wide range of protocol,  always the one that is the most appropriate   and provides the best experience to the end  user. We're using at of course new protocol,  

new standards, experimenting this. But I would  say for the main streamline new solution,   we use our own solution plus webRTC [inaudible  00:32:29], it's the only... that they're there.  The end-to-end latency targets, I think previously  you made the comment about 80 milliseconds. But   give us some guidelines, what is, obviously  the answer is as low as possible, but what's   the upper limit where the game experience  just falls apart? It's just not playable?  You know that the limit for conventional video  is about 150 milliseconds. For playing games,   this is much lower, probably half of it. So I  think you can get a reasonably good experience  

at 80 milliseconds for actually most of the  game that does not require this kind of fast   reaction. But then if you want to go to FPS  or this kind of thing, that really need to...   to nearly be reactive at the frame accuracy,  which is very of course difficult in cloud gaming,   you need to go down to the 30 millisecond and  lower, right? And then I think it's only feasible   if you have a network that allows for it. Because  it's not only about the encoding part, the server   side and the client side, it's also on where the  packets are going through the networks. Okay? 

Because you can have the most efficient systems  in terms of encoding latency and decoding latency,   but if you bucket instead of going directly from  the server to the end user, go here and there and   transit in many places, then your experience  will be crappy. And Mark, this is actually a   real issue, because we for example had a great  demonstration with Ericsson in Barcelona of the   Mobile World Congress. And we had servers in  Madrid, but when we first make the first test,   we discovered that the packets were going from  Madrid to Paris, and back to Barcelona, right?   So this need a bit of intelligence and technology  to make this connection as efficient as possible. 

Tell us about Blacknut, what  exactly you guys deliver?  We provide basically a cloud gaming service,  which is, let's say categorize it as a game   as a service. Okay? This means that for the  subscription fee per month you get access to   the real stuff. You get access to 700 games.  We are adding 10 to 15 new games per month,   which is I think the fastest pace in terms of  increasing game on the market. And we provide this   experience on all single devices that can actually  receive a video. Okay? So that's what we do. And   we distribute this service either B2C, so direct  to the consumer. So if you go on your Blacknut   webpage, you can subscribe, you can access to the  games. But we also distribute it through carriers,  

so telecommunication carriers, operators all  over the world. We currently have about 20 signed   agreement with the carriers live actually. More  than 40 signed, and we are signing and delivering   one to two new carriers per month. So that  that's [inaudible 00:35:35] pace where we are in   Blacknut. And there's the choice to use carriers  here is for the reason I explained to you that  

it's good to have [inaudible 00:35:42]. Optimization of the network.  You need to know where the packets are going.  You need to make sure that there is some form   of CDN for cloud gaming that is in place  here that makes the experience optimal.  Yeah, it completely makes sense to me, especially  because you mentioned the 5G optimization. And   obviously carriers, yeah, they've been investing  now for years in building out their 5G networks.   But they're always looking for reasons to  drive more value and to really extract the   full potential off the 5G or out of the 5G  investment. So yeah, it really makes sense. 

That's the kind of thing we're doing  as well with our partner Radian Arc,   and we are putting a server at the edge of the  network. So inside the carrier's infrastructure   so that the latency is really super optimized.  So that's one thing that is key for the service.  What is the architecture of that edge server?  What's in it? What CPU, GPU, VPU. Describe that.  We started with a standard architecture,  with CPU and GPU. And now with the current  

VPU architecture, we are putting actually  a whole servers consisting in AMD GPU,   Netin VPU. And basically we build the  whole package so that we put this in   the infrastructure of the carrier and we can  deploy the Blacknut cloud gaming on top of it.  And are you delivering to only a handful of  fixed resolutions? If I was on a TV for example,   do I get 4K or do you limit to  1080p or how do you handle that?  Again, great question. Okay? We actually can  handle multiple resolution. I think we can   stream from 720p up to 4K. The technology  basically has no limits for it, right?   And streaming 4K or even 8K is a problem  that has somehow been solved already,   from a technical matter. The question is, again,  the cost and the experience. Okay? Streaming 4K   on the mobile device does not really make  sense. I think the screen is a bit more so  

you can screen a smaller resolution and that's  sufficient. On a TV likely you need to have a   bigger resolution. Even if actually there is  great upscale available on most of the TV sets,   we stream 720p on Samsung devices and that's  super great, right? But of course scaling up to   1080p will provide a much better experience.  So on TVs and for the game that require it,   I think we're indeed streaming the service  about 1080p for the game that requires this. 

Do you also find that frame rate is  almost more important than resolution?  For certain games, absolutely. But  again, it is game dependent. Of course-  It's game, yeah. If you are on a FPS, you probably,   if you have the choice and you cannot stream  1080p, you would probably stream 720p at 60 FPS   rather than 1080p 30 FPS, right? Yes.  If you have to make some trade-off. But if  you have different games where the textures,   the resolution is more important, then maybe  you will actually select more 1080p and 30 fps   resolution. And we are [inaudible 00:39:25] we  build is actually fully adaptable. Ultimately,   you should not forget that there is a network  in between. And even if technically you can  

stream 4K or 8K, the networks may not  sustain it. Okay? And then actually   you'll have less good experience streaming  4K than actually a 1080p 60 FPS resolution.  Okay. I see a question just came in and it is  how do we know where the service is available  

or is it available anywhere you live? And  so I think you can answer that question,   but why don't you also explain are there  geographical limitations? Is your content   available anywhere? And then as an extension, I  don't think you actually talked about how many   publishers you have. You did talk about every  month you're onboarding I think 10 or 12 new   games. But yeah, so are there geographical  restrictions? How can someone access this?  Great. Let's start with content. Okay? Indeed, we  have more than 700 games right now, 10 to 15 new  

games per month. And we actually try not to have  geographical limitation on the content. Okay? So   this being the content we have on the catalog  is, from a licensing point of view, available   worldwide. So that's basically what we do. And  we do have exceptions, as usual. But basically, a   large part of the catalog is available worldwide.  Now deploys this catalog of different region,   we are available in more than 45 countries. We  definitely need to have servers that are close   enough to the end user so that the streaming  experience is good enough. And we think that a   reduce of between 750 to 1,500 kilometers probably  the maximum. So I think we will actually put some  

point of presence in those geographical areas  so that basically the latency, limited by the   speed of light, that does not harm the service. So of course if you look at it, we have Europe   very much covered. We have US and Canada  very much covered. We have a large portion   of Southeast Asia, Korean and Japan very much  covered. We are now expanding in Latin America,   which is a bit harder. We have a strong presence  now as well in the Middle East, with partners like  

STC in the region. And of course we have some  zone that are less covered. Africa is not well   covered at all. South Africa is, but basically  the rest of Africa is a bit harder to reach.  By the way, what is the website? Why  don't you give out the URL there? All right.  I think try the service. We'll be very  happy to support and give feedback. I'm  

very interested in the feedback as well. It's super exciting. And as I said in the   beginning, for me personally, having  been really in the very early stages   of the transition from physical entertainment  delivery, I'm talking about movies specifically,   like DVDs, to streaming. I'm just super excited to  also now, 15 years later, be there with games. And   there's a lot of work to be done. And as you  pointed out, the experience is absolutely not   exactly mapped. We can't throw out the console  yet. But the opportunity to bring really the   gaming experience to a much wider audience is  really enabled with streaming. So by the way,   so I think there's a follow on question here.  Do you have infrastructure in South Africa? You  

mentioned Africa's not covered as well, but... Yes, we do have the capacity to deploy the   service in South Africa, absolutely. To deploy in South Africa. Okay,   great. Great. Well, we're right up against time  and thank you for everyone who joined us live.  

Really appreciate it. And thank you, Oliver.  It's amazing what you've built. And we're super   excited to be working with Blacknut. Thank you everyone. Thanks, Mark.

2023-06-07 02:23

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