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concurrents

Studios

Your players, inside your game in seconds.

GPEG (Geometry Pump Engine Group) streams your build the way you made it: as a world, rendered on the player's own GPU. Demos, trailers, and launches stop asking players to sit through a long download first.

01 — Your launch funnel

Every step between a trailer and play loses players.

Streaming the world removes the steps where people wait.

From trailer to play
Today
  1. Watch the trailer
  2. Wishlist
  3. Download the full build (a wait)
  4. Install (a wait)
  5. Play
With Concurrents
  1. Watch the trailer
  2. Play

02 — Integration

No re-architecting.

An engine plugin and an encoder. Your game is still your game; it arrives a different way.

  1. 01 · Plug in

    Add the engine plugin to your project. Your build and your content pipeline stay as they are.

  2. 02 · Encode

    The encoder breaks the build into mesh clusters and texture tiles and precomputes what is visible from where.

  3. 03 · Publish

    The encoded build goes to a CDN and streams to players from commodity CPUs. No server GPUs.

  4. 04 · Play

    Players click and are in your world within seconds, rendering natively on their own GPU.

03 — Stutter

Nothing loads at the last moment.

Traversal stutter and shader-compilation stutter both come from loading at the last moment. GPEG knows which areas a player can reach and which materials are about to come into view, so their subassets arrive, and their shaders compile, before the player gets there.

How the prediction works →

Want the math first? The method is published in IEEE Computer. Read the research →

Bring us a build. We'll stream it.

Tell us what you're building. We reply to every message.