As game content continues to grow in size and demand for real-time rendering keeps rising, traditional cloud gaming platforms face challenges such as high server costs, long expansion cycles, and limited regional coverage. YOM aims to address these issues through a decentralized network architecture, while extending cloud gaming capabilities to a broader range of scenarios, including Web3 games, virtual worlds, real-time 3D applications, and AI inference.
The core idea of cloud gaming is to run games on remote servers and stream the visuals to users’ devices in real time, reducing the hardware requirements on the user side. However, large-scale real-time computing and video streaming place extremely high demands on infrastructure. Traditional cloud gaming platforms typically need to build expensive data center networks.
With the development of the DePIN concept, more projects have begun exploring ways to build distributed infrastructure by making use of idle hardware resources. YOM emerged in this context. Its goal is to turn idle GPU computing power around the world into schedulable real-time computing resources, creating an edge computing network built specifically for low-latency interactive applications.
As a cloud gaming infrastructure built on the DePIN, or decentralized physical infrastructure network, model, YOM provides real-time game streaming and computing services through a distributed GPU node network. Unlike traditional cloud gaming platforms that depend on centralized data centers, YOM integrates idle GPU resources around the world into a unified network, allowing developers to deploy games and interactive applications in a more flexible way.
YOM’s operating process begins when a user launches a game.
When a player clicks to enter a game, the request is first sent to the network scheduling layer. The system then selects the most suitable GPU node to provide the service based on the user’s location, network conditions, and node load.
After receiving the task, the node starts the corresponding game instance and streams the game visuals to the user’s device through a real-time streaming protocol. At the same time, the user’s keyboard, mouse, or touch inputs are sent back instantly to the running game instance.
The entire process is similar to online video conferencing, but with much higher requirements for latency and image quality. YOM aims to reduce deployment costs while maintaining a smooth user experience.
The YOM network consists of several key components.
HyperOrch is YOM’s resource orchestration system, responsible for distributing workloads across global nodes.
The system takes geographic location, network latency, hardware performance, and node health into account, then dynamically selects the optimal node to execute each task.
GPU nodes are the foundation of the network.
Node operators connect to the network by deploying compatible devices and provide graphics rendering and computing resources to developers and users. In theory, the closer a node is to the end user, the lower the access latency it can deliver.
Universal Streamer is responsible for transmitting game content in real time.
Its main role is to convert the visuals generated by GPU rendering into a transmittable video stream, while synchronizing user inputs back to the server in real time, creating a complete interactive experience.
YOM provides developer tools and SDKs to help developers connect to the network quickly.
Developers can deploy games, manage resource calls, and monitor application performance, lowering the barrier to launching cloud gaming products.
Traditional cloud gaming platforms usually rely on a small number of large data centers, while YOM uses a distributed node model.
After node operators contribute GPU computing power to the network, they can participate in the execution of computing tasks. The system assigns tasks to qualified nodes through its scheduling mechanism and distributes rewards based on each node’s contribution.
This structure allows the network’s service capacity to expand as the number of nodes grows, while reducing dependence on any single infrastructure provider.
From a resource utilization perspective, large amounts of idle GPU capacity can gain new use cases, while developers gain access to a more flexible computing resource market.
The token in the YOM ecosystem serves several functions.
First, the token is used to incentivize node operators to keep providing computing resources. In general, nodes that contribute more and deliver higher service quality can earn more rewards.
Second, the token can serve as an internal settlement medium within the network, used to pay for infrastructure services.
YOM was originally built around cloud gaming, but its infrastructure capabilities have broader application potential.
In gaming, developers can use YOM to offer users an instant gaming experience without downloads or installation. Large AAA games, Web3 games, and multiplayer online interactive content may all become potential use cases.
In real-time 3D rendering, the YOM network can provide remote computing support for virtual worlds, digital showrooms, and immersive interactive experiences.
Traditional cloud gaming platforms are usually built and operated by a single company using large server clusters.
YOM instead adopts an open GPU network architecture, where community nodes collectively provide service capacity.
| Comparison Dimension | YOM | Traditional Cloud Gaming Platforms |
|---|---|---|
| Infrastructure Source | Community GPU nodes | Enterprise data centers |
| Expansion Method | Growth of the node network | Building new servers |
| Network Structure | Decentralized | Centralized |
| Incentive Mechanism | Token incentives | Enterprise operations |
| Resource Utilization | Uses idle GPUs | Dedicated server resources |
This difference means the two models differ significantly in cost structure, expansion efficiency, and the way resources are organized.
Although the decentralized model creates new possibilities, YOM still faces several challenges.
First, real-time interactive applications require extremely high network stability, making node quality management a critical issue.
Second, the level of node coverage across different regions directly affects the user experience. The network needs to keep expanding both the number of nodes and their geographic distribution.
In addition, whether game developers are willing to adopt a new infrastructure model will also influence the pace of ecosystem growth.
As a decentralized cloud gaming infrastructure for real-time interactive applications, YOM builds a distributed edge computing network by integrating idle GPU resources around the world. Its core architecture includes a GPU node network, the HyperOrch intelligent scheduling system, and a real-time streaming layer, providing developers and users with a low-latency cloud gaming experience.
As an important project exploring the DePIN sector, YOM focuses not only on game streaming services, but is also expanding into areas such as real-time 3D rendering, virtual worlds, and AI inference.
YOM belongs to the DePIN, or decentralized physical infrastructure network, sector, while also covering cloud gaming, edge computing, and GPU networks. The project focuses on low-latency real-time interactive applications.
YOM reduces network latency during gameplay by shortening the distance between users and computing resources through edge GPU node deployment, intelligent resource scheduling, and real-time streaming technology.
Node operators participate in task execution by providing GPU computing resources to the network, and receive incentives from the YOM ecosystem based on their resource contribution and service quality.
No. In addition to cloud gaming, the YOM network can also be used for real-time 3D rendering, virtual world applications, and AI inference scenarios that require low-latency GPU computing support.
YOM uses community-provided GPU nodes to build a distributed network, while traditional cloud gaming platforms mainly rely on company-owned data centers. The two differ significantly in resource sources, expansion methods, and operating models.





