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// Industry

Real-time video for live commerce

Live selling where latency decides whether the interaction works at all — and where the traffic arrives all at once, at a time you announced in advance.

// The problem

Why this is hard

Live commerce has an unusual load shape: nothing, then everything, at a moment you announced in advance. The stream has to be low-latency enough that a question and its answer belong to the same moment, which rules out the cheap delivery path. And the capacity has to absorb a start-of-drop spike where every viewer connects inside the same minute — a different load from the same audience arriving gradually, and the one that actually breaks things.

Get either wrong and the event is the demo. It fails in public, once, on the day it mattered.

  • A finish line drawn per viewer

    Delivery delay is a spread, not a number: each path absorbs its own jitter, so one cue reaches two viewers at different moments. Neither can see the other's screen, so losing reads as luck.

  • A crowd that retries in unison

    Rejected joins retry on a clock every client already shares, so the second wave lands tighter than the first. It clears inside the window a dashboard averages over, so the graph shows a bump.

  • A second path nobody timed

    A bid leaves over the API while the frame arrives over the media path, and nothing owns the gap between them. Both report healthy while the overlay counts down over stock that already moved.

// What matters here

The capabilities that move the needle

// Proof

Representative outcome

E-commerceSupport agent

Illustrative — an anonymised, representative engagement; figures are indicative, not a verified client metric.

tickets auto-resolved

47%

of incoming tickets, end-to-end

first-response time

-38%

vs. the pre-agent baseline

// FAQ

Common questions

Low enough that a question and its answer sit in the same moment — which segmented HLS-style delivery does not reach and WebRTC does. The trade is cost and operational complexity, so the honest version is measuring what your interaction actually needs before paying for the fastest option available.

A simultaneous start is a different load from the same number of viewers arriving over ten minutes, and it is the one that breaks systems: a fleet-wide connect can exhaust encoder sessions or saturate a box that handles the steady state comfortably. It is testable before the event, which is the entire point of testing it.

More than the connection minutes suggest, because transcoding is usually the dominant line and it scales with publishers and quality layers rather than with viewers. Priced per minute against your real ladder, it is a number you can decide on — and often a number a simulcast change reduces without touching quality.

// Related

Related industries

All industries

// Let's build

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