Your subscribers already pay for better ping.
Some of them pay us. WTFast has sold network optimisation directly to gamers since 2009, so the demand is already measured, already proven, and currently leaving through someone else's checkout.
Partnership enquiries only. For product help, use the support centre.
Ping reduction we have measured
Which one are you?
The two conversations are different enough that it is worth picking a side. Choose one and we will show you only what applies.
SD-WAN for real-time traffic, running at your edge.
The GPNC headend terminates subscriber game traffic at your distribution point and gives every session its own optimised route across our relay network, chosen for that session's actual destination. Not one tunnel with everyone inside it.
It runs on a server you already know how to buy.
No custom firmware, no CPE programme, nothing to certify. That is the whole point of the headend: we moved the technology onto commodity Linux so a trial is a software install rather than a hardware project.
Multi-Path sends each packet down two independent routes and uses whichever copy arrives first. We tested it by deliberately destroying half the packets on a live match to see what still reached the game.
Upsell
An add-on gamers already buy at retail, sold through your billing instead of ours.
Churn protection
Gaming households notice connection quality faster than anyone else on your network.
Competitive steal
A reason to switch that a speed test cannot answer.
Network claims
Measured ping reduction you can put in marketing and defend.
Easy rollout
No truck rolls, no CPE, no per-subscriber configuration.
One percent of your traffic, most of your complaints
Real-time gaming is a fraction of peak load but it sets the quality bar you buy capacity against. Separating it onto an engineered path lets you buy the rest on requirements that actually match it.
Not only games
Nothing in the proxy path assumes a game. Voice, conferencing and other real-time classes can ride the same engineered path, which widens the protection as your traffic mix changes.
High ping is bad. Ping differential is worse.
A player at 10 ms against a player at 100 ms is not a fair match, and your players know it. WTFast EQ optimises every connection first, then holds them at a common round trip time, so a whole region competes on the same terms.
We asked 440 gamers what fair looks like
440 responses, none skippedThe middle number is the one worth sitting with. Players do not object to losing on ping, they object to the match being decided by it at all. Winning with a connection advantage reads as unfair to seven in ten players.
Public routing
Five players in one lobby, five different round trips. The nearest player sees the world first and shoots first.
Optimised, then equalised
EQ improves the slow connections first, then holds the whole region at a common target. Nobody is held back to the worst link.
Equalising doubles the willingness to compete.
We asked the same players whether they would enter a competition for a significant prize if it meant playing at a higher ping. Then we asked again, with one change: every competitor is on the same ping.
Blame also falls. When pings differ, 71% say they are likely to blame lag when something goes wrong. When pings match, that drops to 43%, and 76% say the winning team won on skill.
Fewer servers, wider regions
Place servers centrally rather than in every major city and let EQ deliver a common ping across the region. Our estimate is around 30% off infrastructure cost.
Harder to cheat
On an equalised network reaction times become comparable, so a sub 20 ms response stands out. Our authenticated proxy overlay also shields servers and players from DDoS.
Cloud and satellite become playable
EQ narrows the structural latency penalty cloud players carry from roughly 50 ms to 10 ms, and the same applies to satellite players against terrestrial ones.
We can put your game in front of our players.
Millions of gamers have used the WTFast client, and they open it before they open your game. That is a promotional surface, not just a network.
Promote your title in the client
Featured placement in the WTFast PC client puts your game in front of an audience that has already self-selected as caring about competitive performance.
Useful for a launch, a season, a regional push, or re-engaging lapsed players who left because the connection was poor.
Or make the client look like your game
We can skin the WTFast client in your game's art direction, so the thing a player launches before playing carries your world rather than ours.
We have been solving this one problem for fifteen years.
WTFast is a product of AAA Internet Publishing Inc., based in West Kelowna, British Columbia. We built the Gamers Private Network because standard internet routing was never designed for traffic where a hundred milliseconds decides the outcome.
Millions of gamers have used it. That consumer business produced the routing data, the relay footprint and the patents now behind our operator and publisher products, and it is why we can tell a partner what their players experience before we install anything.
We hold 13 granted patents. Our technology ships with operators including Singtel, DST and Buckeye Broadband, and inside hardware from ASUS, TP-Link, Nokia and Sagemcom. The headend is how we now deliver it without a hardware programme at all.
AAA Internet Publishing incorporated.
WTFast launches to consumers as a Gamers Private Network.
229 relay nodes, 1,000+ supported games, 13 granted patents, and operator deployments on three continents.
The GPNC headend delivers it on commodity Linux hardware, and WTFast EQ adds equalisation on top.
Tell us what you are trying to fix.
We will come back with a sizing estimate for your subscriber base and the measured data behind every number on this page.
If you would rather see it working first, we can run a trial against your own network before anything is signed.