

That early feedback and those early needs helped define the product. For nearly a year after our launch, we had fewer than one hundred active customers each day. Their imaginative use cases, creative applications, and novel tools have repeatedly driven us to push the boundaries of what our technology can do. The Parsec community (and their feedback) has also been an enormous source of inspiration. Most importantly, everyone who has been a member of the Parsec team deserves a massive congratulations and has earned our deepest gratitude for helping us build and define the world-class product Parsec has become. Over the course of those five years, there have been countless people supporting Parsec to help us get here. Thank you, thank you, you’re far too kindĪlmost five years ago, we launched the first version of Parsec and Chris shared his technical goals in a blog post.

Parsec defined software#
Today, we have the pleasure to announce that Parsec has officially joined Unity, helping us accelerate toward that goal: democratizing access to all of the tools and software needed to build & enjoy interactive 3D experiences. Even in those early days, we hoped that any ultra-low latency technology would be powered by Parsec. Our assumption was that if a technology was purposefully built to stream video at 60+ frames per second in HD quality while shaving as many milliseconds off the stream as possible, we could significantly expand the world’s access to software, games, and tools. In 2016, Chris and I started Parsec with one goal: make a low latency remote desktop application performant enough to play PC games from anywhere, across any device.
