gygfinal2.mp4

πŸ”­ The future of capturing virtual worlds

For years we've just accepted the fact that capturing gameplay needs to use local PC resources, and effects are limited to the frame of the video. GYG proved that you can go beyond the PC, and provide access to the full 3d world that a moment occurred in - allowing for algorithms that power videos to be captured from the perfect angle, and eventually, full 3D video editing. It can also apply stunning new effects in 3D, captured pixel-perfect from all angles instead of being limited to traditional video effects.

To us, it's clear that the best clipping solution is the best of both worlds β€” local PC resources when a game doesn't have a great replay system, and zero-impact clipping if the game permits.

Frame (w 3d effect)

Frame (w 3d effect)

<aside> πŸ’‘ There's no other app in the world that can do this. Here's a cinematic video, generated with an algorithm that GYG runs with no human input 🀝

</aside>

EffluentCrushingThethreelittlepigs_1080p.mp4

🧠 What will happen to GYG

GYG will remain as an independent, lightweight app on your PC. Posting and account management will happen inside Medal instead of GYG. You will be able to link your account to a Medal account before the end of the year. You can create a Medal account and start posting to it immediately β€” it will automatically be hooked up to your GYG account as long as you connect the same Discord account to Medal as you have linked to GYG.

Gifyourgame's team of ~10 people has joined Medal to start building video editing and clipping infrastructure for 3D environments β€” the same tech that powers Cinematics today. Think about it like Boomerang to Instagram, or CapCut to TikTok β€” but for editing video and clipping in 3D worlds.

πŸ˜„Will Medal change in any way?

No - Medal will stay exactly the same other than that we will bring cloud capture into Medal as well.

πŸ’‘ Sustainability & Research

Running cloud replay infrastructure is expensive because you are utilizing remote servers with full game environments to render clips in very high quality. It's very similar to cloud gaming services from a cost perspective. Most of those are paid services. Up until now, GYG was able to rely on VC funding to subsidize those costs.

In the next few months, we're going to research how much we can reduce the costs, and whether a free tier is feasible long term β€” We believe a free tier should exist if it is economically feasible as it helps people connect.

Our short term goal is not to extract profits from cloud clipping, but simply to break it even cost-wise in a way that can scale, and where everyone can have access to it, because it's clearly superior to recording things on your machine.

The subscription service will launch next year to make zero-impact cloud clipping & cinematics available for more games, and expand it for Rocket League.

πŸ‘©πŸ½β€πŸ’»Calling All Game Devs!

It's very clear that when game developers are willing to invest in the infrastructure in the way that Psyonix has done with their replay engine for Rocket League, great content creation communities are built.

We're going to work directly with more game developers on their replay engines to ensure this service is available for more games. Through our acquisition of Megacool in 2019, which is used by over 50 studios today, B2B GDPR-compliant infrastructure is available for your clipping needs.