Viewing quality
Slow starts and stalls cost you subscribers. Every player reports back, so a problem shows up before the first complaint does.
What it costs you
A viewer who waits gives up, and a viewer who gives up cancels.
Start time is the first judgement a viewer makes. Stalling is what they remember. Both become cancellations before they become support tickets, so they are measured continuously and not once at launch.
How it is measured
From players on real devices, every five seconds, never from a server test.
Each player sends a heartbeat every five seconds. It carries the start time, the share of watch time spent waiting, the network and the app version. The figures come from your audience's own devices.
The four targets
Targets the platform is designed to. None is a measurement from a client launch, and none is a service level.
What your agreement commits us to| What | Target |
|---|---|
| Video start | Under 2.5 seconds for 95 of every 100 attempts |
| Stalling | Under 0.5 percent of watch time |
| Playback failures | Under 0.3 percent of attempts |
| Platform availability | 99.9 percent, measured monthly |
The same dashboard
Your team works from the view our engineers use, not from a monthly summary.
The same graphs, the same window, the same figures. When a number moves, your side watches it move.