Fastlanepatch CDN

Patch delivery

Four million players. One hour. One patch.

Content-defined chunking turns a 62 GB build update into a 3.1 GB download, peer assistance takes two-thirds of that off your CDN bill, and the launcher SDK handles the rest.

 90% smaller patches peer assisted signed manifests
Traffic · last 24hstreaming
7.5Tbps
peak egress
99.4%
cache hit
01010000111110
01shard-fra-642 nodes · 13.3 Gbpslive
02origin-gru-614 nodes · 8.9 Gbpslive
03cache-ams-134 nodes · 25.8 Gbpslive
04ingest-nrt-144 nodes · 6.2 Gbpslive
91%
median patch size reduction
68%
of bytes served peer to peer
4.2PB
peak day this year
11min
median time to playable

The four hard parts

Content-defined chunking

Assets are chunked on content boundaries, not fixed offsets, so inserting four bytes into a package file does not invalidate everything after it. This is the difference between a 3 GB patch and a 62 GB re-download.

Peer assistance that behaves

Players fetch chunks from each other with strict upload caps, NAT traversal that actually works, and an opt-out that is honoured. Two-thirds of release-day bytes never touch our CDN.

Integrity end to end

Every chunk is hashed, every manifest is signed, and the launcher verifies before it writes. A corrupted peer cannot produce a corrupted install.

Resume, always

Interrupted at 94%? It resumes at 94%, across reboots, network changes and a laptop lid. The verification pass is incremental rather than a full rehash.

A patch going live

Delivery in the first six hours
T-0+1h+2h+4h+6h
CDN egressPeer-to-peer
4.1 M
Players updated
12.8 PB
Bytes delivered
4.1 PB
From CDN
68%
Peer share

Questions from studios

No. The SDK is a static library with a C API — most studios embed it in the launcher they already have. The reference launcher exists so you have something to compare against.