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Create free account[Music] hi guys those everybody's sleeping hello it's been a long conference second day to it and so thanks for joining me I'm Thomas Wong I'm Harvey Stacia Bbox we do voice chat for online multiplayer games so so we we works we a leading provider of voice chat for online games and we all say we have been around since
5:00 and so we work in moisture for over 14 years in January of this year we can acquire by unity so we're now a part of unity and we have been working on some of the biggest game in the world which you guys have probably have heard of before our biggest client is fortnight so I'm sure how many of you have played for tonight.here please raise your hand one less than I thought so also pop G overwatch actually all Blizzard games use us and then also rainbows each league of legends world tanks world warships copy respect comes for World of Warcraft and so on we have been successful in the West and starting in 2017 we have start working on the Korean and Japanese market so we signed ho which is not on in 2017 and
reassigned Nixon's actually in this year and we also signed nhn in Korea as well so I would like to show of hands how many of you guys here are actually making multiplayer games one like everybody's making single-player games or casual games okay to you thank you of course Kim Nam we love you so okay let's going on the reason why we want to do voice chat inside game is that it strongly increased your engagement and retention for example we found out that for games which people use the players which use voice chat their time in game versus non worst watch players is 2x and in week 5 people who actually spend time in speaking in games base 5 it's likely to stay
compared to non non boys players in week 5 and these are consistent among all titles platforms gameplay styles including like FPS RPG as SLG RTS and other genres so we have three strong numbers we have over a hundred twenty million meu we have speech over a hundred billion minutes per month we are coverage over 190 countries we have over 200 plus integration which is already live games and hundreds more which is still in integration and evaluation and we have 99.9% uptime actually in an enterprise plan if you have less than 99.9% uptime you actually give some of your money back so we first stand behind it on reliability and scalability we implement four basic team chat it only
takes one day to integrate at SDK into your game and then four if you say you want three disposition studio audio all other more features you take seven days and usually takes less than a month to do the UI integration and QA testing and so on and we host them service for you that means that you don't need worry about our surface not working on customers complaining we handle everything about worship for you so you can focus on game development operations okay and even though we are acquired by unity end of January are we still support all engines under the Sun for most of our engines like no matter where it's your proprietary engine or it is like lumberyard or like Coco's or cried engine with a core SDK
which you can do integration from any codebase if you have used unreal or unity we have plugins sample code and documentation to simplify integration so even though we're now a part of unity we will remain engine on state for the rest of the rest of the time this is our dashboard so it's very easy to test us you can test this for free just go to developer thought v becomes less registered and you can just sign sign up for our give up retconned putting some basic information about your studio about your game where you are and and then we can approve your application then you can start testing our sdk and it's just like a screenshot of our dashboard then we have global footprint we have data center arm in the
US and then with Amazon Web Services all around the world and some of our customers like bigger customers like you put our surface onto their own data center and we can do that at a discount as well so we have an amazing features for your players if you have a free positional voice then for example in a team Apache if you have a world chat against your enemies when your enemies run from right to left you'll hear the boys also goes from right to left as well if the enemy fun run towards you you can hear the world and ghosts louder as well and then we are I think the first and only provider of 3d positional was a scale and for a game which like FPS which strongly improve immersion immersion and realism then we also have strong audio
quality medium mixing or audio pipeline toast handle about dedicated server and we have wideband codec for mobile games so for example if you have a weaker mobile phone slowest back we actually can ultimately tell it and choose lower end codec for you so make sure your phone runs smoothly you have a high end phone like iPhone X or above then we can automatically detect that you have a strong we can use a nice high quality codec so that you have a better voice even better voice quality then we support texture so it comes to our so it can be easily used to your voice chat as well and you have strong control if they don't like somebody in their voice channel then they can move them and also players can join multiple conversations simultaneously with minimal impacts on local resources and I think that's
especially important for mobile platforms so we talked about freely possession a positional chat earlier I'm not going to repeat it but I won't talk of massive scaling for pop G anyone keep give a guess when we talk to a pop G cop in 2017 before they launch how much peak concurrent user they're expecting just yell out like how many pickin grand you said they were expecting a million no much much less no remember it was is the first petal royale game in a well at a time 20 they're expending 20,000 and then in three months they hit 3 million PCU from 20,000 to 3 million it was crazy scouting but we able to handle it we since we don't have to data
center we surf for them we let them person to 8 they were asked to handle and expect a load but throughout all three months we we didn't need any voice everybody was able to stay in the channel and they can talk and share freely so we're very proud of that we are very scalable in a fresh short period of time and that becomes one of our early success case for scaling and then we also the only developer which provide service on consoles that stop browser and mobile which lets all these platform to take cross platform at the same time so so it's been doing Windows Mac OS X plus one ps4 Nintendo switch iOS Android and browsers and that was started with fortnight our biggest kind and they first launched with Windows pay attention for Xbox and then also ours
and Android and they said hey if you actually gonna launch on switch and we actually crank our SDK for them and that takes about three to four months but we got it done and so far I think we're the only native solution to talk on switch without using a companion mobile device and the good thing is if you want your cross-platform game is a consistent API and features set on all platforms that means if you have integrated one platform then when you try to integrate other platforms the same API which make it very easy and then I think I talked about cross play technology and then I talked about how fast development of service new hardware like switch and also if your console before the certification process across platforms and and we actually help you with that so to reduce nonfiction and
then we are fully supporting mobile so the only cross platform between iOS and Android but also console pc with mobile as well we have low bandwidth and battery usage and it's a beautiful size I paying our SDK size on the Tang low on and also on the extracted package only seven megabytes and our battery trained on speaking listening is and I know it's like two percent so it's very minimal resource constraint and then we also try to reduce background noise for both device or past experience and it's used by over 2 million users every month so we already epic games using us for fortnight and then we nixon nhn in Korea
is using us as well and then we also have pancetta and madfinger in the West using us for mobile and kelapa one of the largest Japanese mobile game developer and publisher is currently evaluating us right now for a Mobile SDK so definitely I'll say trusted by a lot of large companies around the world anyone developing on console here no I'll skip that and then I'll talk about case study about Rainbow six siege by Ubisoft so back in 2015 they a lunch Rainbow six siege great game but at that time they have their own proprietary peer-to-peer washer system and 2016 they'd want to start doing
these spots and the problem is when you have a peer-to-peer voice chat you can see other people's IP address and you try to do eSports you know what happens what happens when you see Ken Sierra I when this prize and money involved you know guests know actually that's a beauty dance attack so they make the other opponents admittedly loose and it's really sucks so so they come to us and say we couldn't do you sponsor this way I we need a better solution so we sit down with them and actually we call it project operation health the whole thing is to remove the existing peer-to-peer voice chat integrate dedicated server or share so there's no more IP address exposed and then and hero out to all players at the same time and we also help them to fix tell us the functionality and then and then they are
able to do all a very fit in a very efficient and balanced manner because there's no more cheating there's no more IPS they're exposed and now I think we're in both sexes East most definitely have a very good going for them and therefore happy about it so in conclusion we are massively scalable each each voice chat channel we can have more up to 10,000 or more conversations and since each game care on multiple channels it supports millions of players our biggest event is marshmallowy fan and fortnight and guess at that we can wear marshmallow becomes a DJ in supporting a how many pieces you we have anyone
fortnight yeah ten million highest peak every not coming history it was amazing we support it no dropp call no no drop boys everything yeah yeah thank you and then reduce bandwidth for and she CPU impact on the gamer because most of a handle on our server no better CPU and Ben pews are the same no matter as three thousand or three people we optimized it very very well without sacrificing bandwidth and quality on speed and scale we can create thousands of conversations per minute particle master or came up manager for our groups kills matches or social areas and then it's not peer-to-peer which we talked about and there's no issues of entity transverse
so if you do in console development and all communications are secure its encrypted so yep that's why I said the world's best game communication surfs services available to all the big guys is also available to you no matter where your enterprise or Indies we have the same SDK say maybe I seen documentation H and we treat you equally well so that's it any questions thank you yes text you define the text and voice together so how do you do that just like type text or just voice to text my sound we actually support our boys to tax at this moment we have using Google ai to process it all right yeah yeah before me Laurie
also have test chat inside our SDK you can choose whether you use it or not is up to you I think was to text by some and I hope your I own recognization by I school that's good thank you it's not I mean because who goes to much better than we do so I think it's better to just use their AI yeah yeah I will you're going to make me run there do you guys have more questions we don't have time if you have things you would like to know it's along with long two days I understand I'm sure they're tired if any questions come talk to me I
don't bite I'll give you a business card and then pay me anytime all right thank you guys [Music]
Vivox provides voice and text chat infrastructure for the global multiplayer gaming industry, focusing on scalability, cross-platform compatibility, and player engagement. Acquired by Unity in 2019, the company supports major titles including Fortnite, League of Legends, and Rainbow Six Siege. The primary thesis is that integrated, high-quality voice communication significantly improves player retention and engagement, with data indicating that players who utilize voice chat spend twice as much time in-game and demonstrate higher retention rates by the fifth week compared to non-users.
The service operates on a massive scale, supporting over 120 million monthly active users and facilitating over 100 billion minutes of voice communication per month across 190 countries. The platform is engine-agnostic, supporting proprietary engines as well as Unreal, Unity, and others, with integration times ranging from one day for basic team chat to approximately one month for full UI and feature implementation. Vivox manages the server-side infrastructure, ensuring 99.9% uptime and offloading processing requirements from the client to minimize impact on mobile battery life and CPU performance.
Key technical features include 3D positional audio for enhanced immersion, wideband codecs that automatically adjust based on device hardware, and secure, encrypted server-side communication that prevents IP exposure—a critical security measure for competitive eSports. The platform supports cross-platform play across consoles, PC, and mobile, including native support for the Nintendo Switch. By providing a consistent API and feature set across all platforms, the service reduces development friction for studios of all sizes, from independent developers to large-scale enterprises, while enabling complex social features like simultaneous multi-channel conversations.
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