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
5.7Tbps
peak egress
91.7%
cache hit
10111001010011
01shard-sin-111 nodes · 38.6 Gbpslive
02shard-nrt-337 nodes · 21.7 Gbpslive
03shard-iad-855 nodes · 30.9 Gbpslive
04edge-sin-63 nodes · 38.7 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.