Runtime memory patching on x86/x64

In this blog post we will be discussing different ways of modifying code that is being executed by changing the underlying x86/x64 instructions. This will not only allow us to improve iteration times but also increase efficiency while debugging.

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We're Accelerating!

So it’s pretty clear over here at Polystream the fun levels are off the charts, I can’t believe we’re into October already! This year has been one of huge growth for us; taking a small team and great idea to fifteen people, and preparing to go live with our first partners.

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Gamescom and Beyond

Team Polystream had a VERY busy 3 days showing the latest build of our incredible streaming technology to select partners. Jaws regularly hit the floor as we demonstrated that there’s a better way to do interactive streaming which scales almost infinitely and reduces costs by orders of magnitude.

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How hard can it be?

We're all getting deep into the development challenges here at Polystream; over these last couple of weeks our little band of highly talented developers have been diving into Adam (CTO)'s code base to evolve and expand it.

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Startup as you mean to go on

We’ve been setting up our little engineering team at Polystream HQ over this last week or so and even though we’re only four people, we’ve taken care to leverage all our experience and knowledge of “big teams” in the process.

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Pedal to the Metal

It's been a couple of weeks since we returned from Gamescom and the Polystream team are still riding the momentum of what is one of the industry's biggest events in the calendar. Gamescom continues to grow every year and despite coming so quickly after E3 this summer...

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