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Fusionplay Media

Multiplayer technology

Networking, state synchronisation, matchmaking and live services designed for the load a live product actually sees.

The networking model follows the game

Lockstep, server-authoritative, relay or hybrid: we choose the model for the experience and the trust boundary, then design synchronisation, prediction and reconciliation around it.

Matchmaking, sessions and live events

Lobbies, matchmaking, leaderboards, tournaments and time-limited events are built as services with their own scaling characteristics, so a spike in one does not take down the rest.

Observability players would recognise

We instrument what players experience: latency, desync, reconnects and session health, not just CPU graphs. Live operations get the data they need to act.

A good fit when

  • 01Your game or platform is going live with real-time interaction between users
  • 02Existing multiplayer code cannot hold the player counts you are planning for
  • 03You need tournaments, leaderboards or events run as reliable services

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