nanocosmos Presents First Real-World Data from MOQ in Commercial Video Production
MOQ has been running in commercial production at nanocosmos since mid-2025, introduced around Fraunhofer FOKUS MWS 2025. It covers industries where real-time video is business-critical: iGaming, live auctions, sports betting, financial data, and interactive entertainment.
The data presented here reflects actual player connection time and player latency from end viewers across Europe, Asia, North America, Africa, South America, and Oceania collected from paying customers on the nanocosmos platform. The data shown in the attached picture was collected in May 2026.
The data was presented publicly for the first time at the Fraunhofer FOKUS MWS in Berlin on June 16–17, 2026, by Luiza Sadowska, Developer Advocate at nanocosmos.
"This is not data we collected from ourselves, our research group, or test environments. We collect this from our customers. That makes it different”,Luiza Sadowska, Developer at the Player Team and Developer Advocate, nanocosmos.
What the Data Shows
nanocosmos compared two protocol stacks, WebSocket vs. Webtransport (MOQ) across two performance dimensions: player connection time and player latency (startup time including buffer control, decoding, and rendering).
WebTransport consistently outperformed WebSocket on connection time and latency across all six world regions.
The latency advantage is very important for real-time streaming: MOQ was consistently ultra-low across all regions. The improvements are significant between 25-50%, all in the ultra-low-latency/real-time range around 500ms, MOQ keeps end-to-end latency consistently well low globally, with much less outliers and a better median.
Why This Is a First for the Industry
MOQ is still evolving. nanocosmos is among the first companies in the world to have deployed it at commercial scale for paying customers, before the IETF standardization, which is still ongoing. Until now, no production-grade performance dataset existed for MOQ in a real-world streaming environment.
This data changes that. It is the first public benchmark of MOQ performance measured from live viewer traffic across multiple continents, over a sustained twelve-month period.
For industries that depend on real-time video, such as igaming, financial data, live auctions, and more, this is the first evidence-based answer to the question: Does MOQ actually deliver in production?
The short answer, across every region measured and validated, is yes.
End-to-End Control From CDN to Playback
What makes this data possible is the architecture behind it. nanocosmos operates MOQ across its own full stack: from CDN delivery through to the player running in the viewer’s browser. There is no dependency on third-party infrastructure at any layer. That end-to-end ownership is what allows nanocosmos to measure, tune, and improve MOQ performance in production and to stand behind the numbers.
Committed to Making MOQ a Standard
Beyond its own platform, nanocosmos is actively working to make MOQ an industry-wide standard. That includes driving MOQ support in widely used tools such as OBS, so that the protocol becomes something the entire streaming ecosystem can adopt.
Building an Ecosystem Around MOQ
nanocosmos is not building MOQ in isolation. Through its nanoReady partner program, the company is bringing hardware and software partners into the MOQ ecosystem, so that the performance benefits seen in this data become accessible to a wider range of operators and integrators. More partners, more compatible tools, and a shared commitment to real-time video that works at scale.
nanocosmos is a Berlin-based B2B real-time video streaming infrastructure company, founded in 1998. Its platform has two cores: nanoStream, which handles live streaming delivery, security, and audience experience, and nanoStudio, which provides cloud-based live production tools. nanocosmos operates its own global CDN and has delivered ultra-low-latency, sub-second streaming since 2015. Its customers span iGaming, live casinos, financial trading, corporate events, and live auctions — industries where streaming delay directly affects revenue or decision-making.
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