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remote work

Creatives Prefer WFA (Work From Anywhere)

We surveyed a group of Parsec for Teams administrators and the developers, designers, testers, and artists using Parsec every day to learn more about the transition to a fully remote workplace. If you want to learn more, you can download “Remote Work, Here to Stay”. Over the last decade the number of people working remote […]

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customer stories

Promod Esports Broadcasts, Powered by Parsec

All over the world, creative organizations are relying on Parsec for Teams to keep media, entertainment, and, of course, games on track during the pandemic. Promod Esports has been pioneering an approach to remote production to power two weekly live broadcasts, one for DOTA 2 and another for CS:GO. Promod Esports’s Deputy Production Manager George […]

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product updates

Parsec for Teams Gets Guest Access

Since launching Parsec for Teams, we’ve been lucky to work with some of the greatest creative companies in the world as they transition to remote work. There have been some incredible use cases: live broadcasts controlling cameras via Parsec, game designers quickly implementing and testing big changes from the comforts of home, and post-production facilities […]

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Uncategorized

Yes, Parsec supports drawing tablets.

tldr; If you’re trying to work remotely and need a remote desktop application built for creatives, you need your drawing tablet. Parsec’s remote desktop software for consumers and teams, now supports drawing tablets. We’ve always prioritized precise-as-heck input for games. Missing a button press on a mouse or gamepad can completely ruin a gaming session. […]

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Uncategorized

We’re partnering with Ubisoft to deliver new game streaming experiences

Parsec’s excited to announce a long term partnership with game creator and publisher Ubisoft. The team at Ubisoft has entered into a multi-year partnership to use Parsec’s SDK to advance their game streaming efforts, embedding our tech to power in-game experiences, demos, events, and other projects. You may have seen what we did with Ubisoft […]

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Uncategorized

78% of People Making Games Are Happy Working Remote

People sure are resilient. Around the globe families, individuals, and companies are managing to live reasonably normal lives during a completely unpredictable time. Entertainment is still being produced. Books are still being written. And, yep, games are still being released. We’re also reaching a strange, special point where everyone’s realizing that remote work is a […]

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Uncategorized

Announcing Parsec’s Events Partnership With Ubisoft

We love the smell of games in the summer. Our team has always spent conference season as fans watching the game industry, unpacking the small details in game reveals, feverishly refreshing conference news for something new, and getting ready to debate our GOTY come the fall release time. This year, we couldn’t be more excited […]

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Uncategorized

Turning Parsec Into the Ultimate Home Console

Ever wish Parsec came with a console mode? Connect to all your games, in one place, with no keyboard or mouse? Control the whole thing with your gamepad of choice, no windows reminding you of the work you’re putting off? Wishes come true: developer TheDyvision came up with an add-on that does all of that. […]

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Uncategorized

The Best Remote Desktop Is One Fine-Tuned for Gaming

Like most technology companies, right now we’re all working on building Parsec remotely. It’s been quite the transition: engineers aren’t able to easily pair on a product change. Designers can’t get quick feedback on a new piece of interface. Happy hour and Smash is now…well, it’s still Happy Hour, but Smash is a little tougher. […]

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Uncategorized

Tutorial for working with the Parsec Unity plug-in featuring Strangest.io

We have a game developer SDK that enables online multiplayer for local multiplayer games. Our goal is to democratize access to online multiplayer and give the game developers the power of Parsec inside their game, so they can have online play without netcode and server maintenance as well as built-in distribution through the Parsec Arcade. […]

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Uncategorized

Introducing Parsec for Teams

At Parsec, we are passionate about increasing access to games, software, and content from anywhere on any device. Since our technology’s foundation is in gaming, we’ve been extremely picky about our ultra-low latency, high frame rate interactive streaming software. Because of this, the remote interactive streaming technology we are perfecting for gamers has become an […]

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Uncategorized

Samsung PlayGalaxy Link Uses The Parsec SDK To Power Game Streaming

When Samsung wanted to give Galaxy Note 10 customers the power of PC gaming on their phone, they turned to Parsec to power the PlayGalaxy Link. With the Parsec SDK, any game developer, device maker, or software company can integrate our ultra-low latency high frame rate streaming technology directly into their applications. With the global […]

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Uncategorized

We’re Moving The Party To The Arcade

tl;dr: Parties will be phased out and replaced with Arcade. When you want to play games with a friend or other members of the Parsec Community, Arcade is the way to go. When you’re looking to share your entire desktop or non-gaming applications with friends, use the computer sharing feature. A new era starts today […]

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Uncategorized

What We Learned About Cloud Gaming From The Stadia Launch

Google Stadia shows a ton of promise for cloud gaming. We believe that the future of gaming will be powered by streaming. There are some lessons to learn from the launch about the importance of content and unique experiences that the underlying streaming technology enables, but the opportunity to deliver games directly to consumers through […]

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Uncategorized

The Parsec SDK — Powering A Cloud Streaming Product For Designers

Fumarii Technologies is building a business that increases access to the tools that designers, video editors, and engineers need to get their job done faster and from any hardware. To deliver on this vision, the Fumarii team licensed the Parsec SDK to make the cloud editing experience for 3D applications fluid, at the lowest latency […]