GPUs close to your players
Each session starts on the GPU with the lowest ping to that player, picked when they click.
Cloud gaming as a service, for studios. No download, no store, no subscription.
Windows builds from Unity, Unreal, Godot or your own engine. No code changes to start.
Ready to stream
After 60 minutes, players see your price.
Paid to your Stripe. We take 0%.
Players launch it from the machine they already have.
Most people who would buy your game don't own a gaming PC. They all have a browser.
round-trip ping to the nearest region
downloads, sign-ups or subscriptions for players
top stream quality, or 1440p at 120 fps
What players see
The player opens your link and the game is running in the tab a few seconds later. The GPU, the drivers and the patch are on our side.
GPUs, streaming, saves, payments and analytics are already wired. You ship the game and choose how people pay for it.
Each session starts on the GPU with the lowest ping to that player, picked when they click.
Measured from the player's browser to the GPU, every second of every session.
Bitrate follows the connection in real time. AV1 where the browser decodes it, HEVC or H.264 where it doesn't.
Give a free hour, warn before it ends, show your purchase screen, keep the save for when they come back.
Use the built-in purchase screen with your own Stripe account, or keep your store and unlock sessions from your server.
We keep your game's save folder per player ID. Next session resumes from the last save, on any device.
Mouse capture and controllers through standard browser APIs. A touch overlay for tablets, laid out by you.
Sessions, minutes played, drop-off points and purchases, per build, per link and per region.
Player SDK
Add the script, drop the element, and your page launches the game in place. The JavaScript API gives you session events, time limits and unlocks when you need more control.
import { GaasPlay } from "@gaas/play/react"
export function TryItNow({ user }) {
return (
<GaasPlay
game="ember-atlas"
mode="demo"
playerId={user?.id}
quality="auto"
onTimeUp={() => router.push("/buy")}
/>
)
}
# Your store sold the game. Unlock the player's sessions.
curl https://api.gaas.host/v1/players/u_8f2c41/unlock \
-H "Authorization: Bearer gaas_live_…" \
-d game=ember-atlas \
-d entitlement=full
# → 200 {"player":"u_8f2c41","entitlement":"full"}
GeForce NOW and Xbox Cloud Gaming are services players sign up for, with their own account, catalog and monthly hour limits. Stadia worked the same way until Google shut it down in January 2023. Gaas.host has no player-facing service: it runs your game on your page.
| Question | Gaas.hostfor studios | GeForce NOWNVIDIA | Xbox Cloud GamingMicrosoft | StadiaGoogle |
|---|---|---|---|---|
| Player needs an account | No. Optional, through your own login | NVIDIA account, plus a linked store account | Microsoft account | Google account |
| Player pays for the service | No. Players pay you, if you charge | Free tier with ads and queues, or a paid membership | Game Pass, or prepaid hour packs where offered | Optional Stadia Pro; games bought in the Stadia store |
| Play time limits set by | You, per game and per link | NVIDIA: 1-hour sessions on Free, 100 hours a month on paid tiers | Microsoft: 5 to 15 cloud hours a month, depending on the Game Pass tier | No hour caps while it ran |
| Player must buy the game on a store first | No | Yes, on Steam, Epic or another supported store, and the publisher must opt in | Only if it is not in their Game Pass catalog | Yes, bought on Stadia |
| Who takes a cut of each sale | Nobody. 0% revenue share | The store you sell on (Steam's standard cut is 30%) | Microsoft, through the Xbox Store or a Game Pass deal | Google, through the Stadia store |
| Where players start the game | Your site, any link, any embed | NVIDIA's app or play.geforcenow.com | Xbox app or xbox.com/play | Stadia app or stadia.google.com |
| Who owns the player relationship | You | NVIDIA and the store | Microsoft | |
| Status | Open to studios | Available | Available | Shut down on January 18, 2023 |
Based on public information as of November 2026. GeForce NOW, Xbox Cloud Gaming and Stadia are trademarks of their respective owners.
You pay for the hours players actually stream. What players pay goes to your Stripe account, and we take no cut.
Something else? Write to studios@gaas.host.
No. A player opens your link and the game starts. If you already have accounts, pass your own player ID through the SDK so saves, time limits and purchases follow that person.
A current browser (Chrome, Edge, Safari or Firefox) and a steady connection: about 15 Mbps for 720p, 25 Mbps for 1080p at 60 fps, 35 Mbps for 1440p at 120 fps and 40 Mbps for 4K at 60 fps. Ethernet or 5 GHz Wi-Fi works best. The player's own GPU does not matter. Mouse capture works in desktop browsers; on tablets and phones, players use a controller or your touch overlay.
Ping is the network round trip, so it depends on distance: each session starts in the region closest to the player, and players near a region usually see 10 to 20 ms. We keep the rest of the delay short by encoding frames on the GPU's hardware encoder and sending them over WebRTC on UDP, with forward error correction and a small jitter buffer.
64-bit Windows builds from Unity, Unreal, Godot or a custom engine, using DirectX 11, DirectX 12, Vulkan or OpenGL. Single-player games run without code changes. The SDK is only needed for in-game purchase prompts or custom events.
Connect your Stripe account and use the built-in purchase screen, or keep your own store and call our API to unlock a player after they pay you. Either way the money goes to you. We charge for GPU time only.
Yes. Each player gets their own GPU session, which connects to your game servers like any other client. Your matchmaking and netcode stay as they are, and streamed players can play with people on a local install. If your game uses kernel-level anti-cheat such as Easy Anti-Cheat or BattlEye, tell us before you publish: some anti-cheat setups refuse to run on cloud machines and have to be cleared with the vendor first.
Those are services players sign up for, with an NVIDIA or Microsoft account and their own play-time limits, and a game has to be in their catalog or bought on a store they support. Gaas.host has no player-facing service: the game runs on your page, under your brand, at your price.
Upload a build today and send the link tonight.