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The Network

A backbone built for the speed of play.

Game traffic isn't web traffic. Every route on the Ryf network is tuned for the things that actually decide a match — latency, jitter and loss — not raw throughput on a graph.

<15ms

Median regional latency

Hyderabad

Edge live now — more soon

11 Tbps

Aggregate backbone capacity

99.99%

Routed uptime, last 12 months

Routing decisions made for milliseconds, not megabytes.

Anycast everywhere

A single anycast address resolves players to their nearest healthy edge automatically. No region picking, no stale DNS — traffic just lands on the closest node.

Dense private peering

We peer directly with the carriers and IXPs your players actually use, so packets skip the public-internet detours and ride a private backbone end to end.

Tick-aware routing

Routes are scored on jitter and packet loss, not just hop count. Paths that wobble get demoted in real time before a single tick ever drops.

Edge, close to your players.

HYD

Hyderabad

Sub-15ms across South Asia

Live now
FRA

Frankfurt

Central-EU core exchange

Coming soon
IAD

Ashburn

US-East dense peering

Coming soon
SIN

Singapore

APAC interconnect hub

Coming soon
LHR

London

UK & North-EU edge

Coming soon
GRU

São Paulo

LATAM regional core

Coming soon
LAX

Los Angeles

US-West low-loss path

Coming soon
SYD

Sydney

Oceania edge node

Coming soon
Backed by the best metal
Hetzner
Microsoft Azure
Google Cloud
AWS

Put a server on the backbone.

Deploy in seconds and let anycast route your players to their fastest path.

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