Cloud gaming has a problem nobody likes to talk about.
The data center serving your game session might be 500 miles away. Light itself can't move that distance fast enough for real-time interactive 3D.
It's not a software problem. It's a geography problem.
That's why YOM was built differently local nodes, real-time routing, sessions served from the closest available compute. Distance is the bottleneck. We removed it.
For a decentralized network, this is the starting point.