A battle-tested, production-grade networking stack for games that actually functions in the real world. No bullshit, no missing pieces, just robust multiplayer that scales to thousands of players.
Pulse isn't a "hobby project" or academic exercise. It's industrial-strength networking built for the real world.
Full reliability layer with automatic retries, ACK tracking, and timeout management. It just works, even when the internet doesn't.
Bitpacked snapshots with delta encoding that can squeeze thousands of entities into minimal bandwidth. Up to 95% smaller packets without losing data.
Automatic packet splitting and reassembly for large state updates with intelligent request/resend for missing chunks. Zero config for developers.
Sector-based entity filtering ensures clients only receive what they need to see. Scales linearly with world size, not player count.
Built-in input replay and state correction with input sequence validation. Feels smooth even on garbage connections.
Live server stats, bandwidth monitoring, and connection quality feedback. Know immediately when things start breaking.
Production-grade server infrastructure meets battle-hardened client integration, designed for real-world deployment.
Concurrent connection handling with custom socket management and zero-allocation packet processing.
Sequence tracking, adaptive retransmission, and congestion management built on raw UDP.
Precise bit-level encoding with delta compression for minimal bandwidth usage.
Spatial hashing and relevance filtering to scale worlds without drowning clients in data.
Transparent fragmentation and reassembly for large state updates with missing chunk recovery.
Real-time server performance monitoring, connection quality analysis, and error tracking.
Full entity interpolation, input buffering, and state correction for responsive gameplay.
Packet sequence management and jitter compensation for smooth gameplay under bad conditions.
Auto-reconnect, session persistence, and state re-synchronization after disruptions.
First-class Blueprint support with automatic proxy generation and replication setup.
Client-side reassembly with active missing chunk request for large state updates.
Continuous state verification and correction only when needed, with minimal visual artifacts.
Pulse doesn't just work in perfect conditions. It's battle-hardened against the worst network conditions the real world can throw at it.
Tested against 5-40% packet loss conditions to ensure message delivery even when half your packets disappear.
Resilient against sudden 500ms+ latency jumps without gameplay degradation or visual anomalies.
Handles severe out-of-order packet delivery with intelligent sequence management and reordering.
Recovery from complete connection drops with session persistence and seamless reconnection.
Smooth handling of WiFi to cellular transitions with connection migration and state preservation.
Even survives the dreaded public WiFi experience with constantly shifting connection quality.
After fighting with UE5's Replication Graph for months — bandwidth explosions, desync nightmares, and my datacenter literally catching fire twice — switching to Pulse cut our server costs by 99.9%. Now our metaverse supports 7 billion concurrent users and uses less electricity than a single LED. Simply revolutionary.
Chief Innovation Officer, Apple, 2025
No more black boxes, no more hoping it works. Pulse gives you a real networking foundation that you control and understand — one that actually scales to thousands of players.
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