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.
Median regional latency
Edge live now — more soon
Aggregate backbone capacity
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.
1 live · 7 soonHyderabad
Sub-15ms across South Asia
Live nowFrankfurt
Central-EU core exchange
Coming soonAshburn
US-East dense peering
Coming soonSingapore
APAC interconnect hub
Coming soonLondon
UK & North-EU edge
Coming soonSão Paulo
LATAM regional core
Coming soonLos Angeles
US-West low-loss path
Coming soonSydney
Oceania edge node
Coming soonPut a server on the backbone.
Deploy in seconds and let anycast route your players to their fastest path.