Large Streaming Platform For Gamers Develops Its Own Blockchain For Unlimited Bandwidth

gepubliceerd op by Cointele | gepubliceerd op

Play2Live, a streaming platform for gamers and eSports fans, announced that it is developing its own blockchain infrastructure called Level Up Chain, as the startup team reported to Cointelegraph.

Founded in 2017, Play2Live aims to merge blockchain technology with streaming services.

The key advantage of Level Up Chain is the ability to potentially provide unlimited bandwidth to users, the press release states.

Due to the wide functionality of the Play2Live platform, transactions corresponding to different services will be allocated in different functional blocks of the network.

The new blockchain will work with the use of sub chains, explains the press release.

The cost of transactions within Level Up Chain will be minimal, and the team at Play2Live estimates that the fees will be maintained at $0.01 per transaction.

"Working on Bitshares, we have faced complex scaling and risks of 'bottleneck' as the functionality of the platform expanded, and the amount of transactions increased. The peak power of Bitshares is not enough to cover all the activities of Play2Live. That is why we are realizing product architecture that will allow us to scale the project without putting it to risk of depending on the capacity of the third-party blockchain", commented Vladislav Arbatov, CTO at Play2Live.

"Play2Live offers numerous tools for users. Each of them will be provided by our own reliable Level Up Chain blockchain. This will allow us to scale the platform and realize a huge number of opportunities unprecedented for the eSports market!" says Alexey Burdyko, CEO and founder at Play2Live.

As Cointelegraph reported earlier, in February 2018 Play2Live successfully hosted and broadcasted the world's first eSport tournament with the main prize - 2 mln LUC tokens, equivalent to $100,000.

According to company representatives, in Q1 2018 Play2Live reached its hardcap, $30 mln, with $18 mln raised during the pre-sale period, and $12 mln raised during the main sales period.

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