Reward Model

Gaming machines, we call them nodes, can allocate their resources to the network in return for receiving a certain amount of $YOM per hour, which is expressed as $YOM/hr.

Some gaming machines, will be able to host more connections concurrently, thereby providing an incentive for gamers to allocate heavier gaming machines to the network. A strong node may be able to handle 8 connections concurrently while a weaker pc is just able to run less connections. In the end it comes down to how many connections you can stream on the lowest possible electricity costs.

Per node, we can therefore rewrite the streaming rewards as $YOM/u/hr where u represents each hosted user/connection (-> 30 fps @ 1080p, <15ms ping). We automatically benchmark each node to determine how many concurrent connections it can handle.

Cost-Based Model

Our product currently stipulates a monthly subscription price of $249 to run 10,000 streaming sessions, positioning it as a competitive choice in the pixel streaming market. This price is designed to undercut competitors while maintaining a high-quality service, defined by quick connection times (under 15ms ping) and high resolution (1080p) and framerate (30 fps).

Assuming each session lasts approximately 10 minutes, this pricing leads to about 1667 hours of streaming. Therefore under this model, each hour of streaming is rewarded with $0.15 per connected user.

In conclusion, the $YOM base rewards are currently determined by price of $YOM divided by $0.15. This fixed reward rate simplifies the earnings structure for broadcasters and studios, providing them with a clear understanding of their potential earnings based on their usage of the platform.

A challenge with the fixed base reward is that it does not yet facilitate an open and efficient market of supply and demand. As we grow the infrastructure, we will introduce our other ideas (e.g. a market-based model) on how to structure rewards in order to achieve increased market efficiency.

Streaming Difficulty

Next to benchmarking the nodes, we also benchmark the performance of the games, leading to a streaming difficulty rating for each game. E.g. a game that is 50% less optimized over another game will have a 1.5 reward modifier to $YOM/u/hr.

Our partners can also opt for alternative streaming settings, such as 4K streaming and higher framerate. This will also further increase the difficulty rating of the stream.

For these reasons, we can rewrite $YOM/u/hr to x$YOM/u/hr where x represents the streaming difficulty rating.

Stakeholder Distribution

After we solve for x$YOM/u/hr, the resulting value is then distributed as $YOM among all stakeholders according to the following distribution key:

Demographic%Description

Nodes

60

Nodes directly earn $YOM per player/connection they can render and stream. Powerful machines can stream to more concurrent connections.

Network

34

The network needs to be maintained and optimized. It is therefore only fair that we reserve 34% margins for those that maintain it.

Kickback

3

In order to accelerate demand for resources, a cashback is reserved for studios and creators who deploy their client projects on the network.

Burned

3

To reward all stakeholders holding $YOM, we introduce a deflationary mechanism to $YOM that deflates the amount of $YOM as the platforms gets used.

As an additional burning mechanism, whenever a node operator claims its rewards it burns a fixed fee of $150 in $YOM - ensuring that node operators delay claiming their node rewards whilst also lowering the total supply and increasing the value of $YOM for all stakeholders when they do.

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