The core challenge of real-time cloud gaming is not running the game itself, but completing resource allocation, instance startup, and frame transmission within an extremely short time frame. As game graphics continue to improve and user demand for instant access grows, traditional data center models face pressure in areas such as cost, scalability, and geographic coverage.
YOM, a key project in the DePIN (Decentralized Physical Infrastructure Networks) space, aims to leverage globally idle GPU resources to build a real-time computing network. Unlike GPU networks primarily serving AI training tasks, YOM focuses on low-latency interactive experiences, so its scheduling logic, node architecture, and streaming system are all designed around real-time gaming scenarios.
YOM's cloud gaming model means the game runs on remote GPU nodes, not on the player's local device. The user's device is only responsible for displaying the screen and sending operation commands; all computation and graphics rendering are handled by the remote node.
This model reduces the hardware requirements for end devices. Even with an ordinary laptop, tablet, or browser, users can access large games that would normally require a high-performance graphics card.
For developers, YOM provides a unified cloud runtime environment, allowing applications to be delivered directly to users over the network without complex adaptation for different devices.
When a player enters the game page and clicks the Play button, the system first creates a new session request.
This request carries basic information such as user location, network quality, device type, and game resource needs, and is sent to the scheduling system of the YOM network.
The game has not yet started at this point. The system must first determine which node will provide the service before allocating computing resources.
The entire process differs from a user visiting a video website, because cloud gaming not only needs to transmit frames but also continuously process user input and maintain real-time interaction.
HyperOrch is the intelligent resource orchestration system in the YOM network.
After receiving a session request, HyperOrch evaluates available nodes in the network. The evaluation dimensions typically include the distance between the node and the user, current latency, GPU performance, resource utilization, and node operating status.
The system does not select nodes randomly; it prioritizes the node that can deliver the best experience.
If a certain region lacks sufficient node resources, HyperOrch can automatically migrate tasks to nearby regions to ensure service continuity.
After receiving the task, the node automatically creates the corresponding game instance.
A game instance is essentially an isolated execution environment running on the GPU server, responsible for loading game files, starting the engine, and preparing the runtime state.
During this phase, the node allocates CPU, GPU, memory, and network resources to the game.
Once the game successfully launches, the system enters the real-time streaming phase and begins sending the first frame to the user's device.
The instantiation process is a key factor affecting startup speed, so the YOM network continuously optimizes resource scheduling and preloading mechanisms.
After the game starts, the GPU continuously generates rendered frames.
The task of Universal Streamer is to encode these frames into a video stream in real time and send it to the user's device.
Unlike ordinary video platforms, cloud gaming requires the encoding, transmission, and decoding process to be completed within an extremely short time, otherwise the user will noticeably perceive control lag.
To reduce latency, YOM uses a transmission mechanism optimized for real-time interactive scenarios, allowing frames to quickly reach the end device.
Users do not need to download large clients; they can receive and display game content through a browser.
The interactive experience of cloud gaming relies on two-way data transmission.
When a player clicks a mouse, presses a keyboard key, or uses a controller, the input information is immediately sent back to the GPU node running the game.
The game engine receives the command, updates the screen state, and generates the next frame.
The new frame is then sent back to the user's device via Universal Streamer.
This cycle repeats dozens or even hundreds of times per second, so network latency directly affects the gaming experience.
Real-time games cannot tolerate long interruptions, so the network must have fault recovery capabilities.
If a GPU node malfunctions, HyperOrch detects the change in node status.
Depending on the situation, the system can reassign resources, migrate tasks, or switch to a backup node.
This mechanism helps reduce the impact of a single node failure on user experience and is a key component of providing stable service in a decentralized infrastructure.
Both YOM and traditional cloud gaming platforms run games on remote servers, but their underlying resource organization methods differ significantly.
Traditional platforms typically rely on a few large data centers, while YOM uses a distributed network of GPU nodes to build a computing layer.
| Comparison Dimension | YOM | Traditional Cloud Gaming Platform |
|---|---|---|
| Node Source | Community GPU nodes | Enterprise servers |
| Scheduling | Distributed orchestration | Centralized management |
| Network Structure | Decentralized | Centralized |
| Scalability | Scaling by adding nodes | Data center expansion |
| Incentive Mechanism | Token rewards | Enterprise operations |
This difference means YOM is closer to an open infrastructure network, while traditional cloud gaming platforms belong to closed service platforms.
From the moment a user clicks Play to the game actually running, YOM's workflow can be summarized in six steps:
The user initiates a game request;
HyperOrch receives and analyzes the request;
The system matches the optimal GPU node;
The node launches the game instance;
Universal Streamer transmits real-time frames;
User input is continuously returned to form an interactive loop.
This process integrates globally distributed GPU resources into a unified service network, allowing developers and users to enjoy an experience close to that of traditional cloud gaming platforms while retaining the scalability and resource utilization advantages of a decentralized infrastructure.
YOM's core value lies not just in running games in the cloud, but in achieving dynamic resource scheduling and real-time distribution through a decentralized GPU network. From the moment a user clicks Play, the HyperOrch scheduling layer is responsible for finding the best node, the GPU server runs the game instance, and Universal Streamer delivers low-latency frame transmission and input synchronization.
This architecture is not only suitable for cloud gaming but also provides a new infrastructure model for real-time 3D rendering, virtual worlds, AI inference, and other scenarios.
YOM aims to complete node matching and game instance startup within seconds. The actual startup time depends on node resource availability, network conditions, and the game's loading requirements.
HyperOrch is YOM's intelligent resource orchestration system, responsible for evaluating node status, matching computing resources, and optimizing the connection path between the user and the GPU node.
Universal Streamer converts the game frames rendered by the GPU node into a real-time video stream and simultaneously receives user input, thereby enabling a complete interactive experience.
YOM reduces network latency by deploying nodes at the edge, intelligently selecting nodes, and using real-time streaming technology to minimize the distance between users and computing resources.
The GPU nodes in the YOM network are primarily provided by community operators. After contributing hashrate resources, nodes can participate in network services and receive corresponding incentives.





