Artists, designers, and developers are able to continue collaborating while working from home and taking care of their kids. Many game development studios have been able to keep progress moving forward on their releases because of Parsec for Teams. Incidentally, we wound up with a remote desktop experience perfect for game development. We’ve fine-tuned an entire remote desktop experience for gaming. We deliver consistent, crystal clear 60 frames per second UHD video out of a computer. Precision input and perfect video is our primary feature. Parsec, on the other hand, is built for intense gaming experiences, where missing a frame can literally mean losing a (figurative) life. Input precision, frame rate, and mouse handling have always been secondary to serving the widest cross section of industries. Plenty of remote desktop software will let people access these computers, but actually using the software is another thing: they were built to support stability, or security & systems operations, or processing power. If they’re working, they’re in the office. All of these artists wind up relying on super powerful computers at studios. Even playtesters working on balancing the game need to be able to access temperamental builds and prototypes. An engineer needs to be able to access an engine, like Unreal or Unity. An audio engineer needs Protools or Ableton. Just about every creative team on a major game relies on intense, high-GPU, high-precision software. One of the toughest industries for remote work is game development. A typical Parsec workstation includes a sword. With more and more industries forced to figure out how their companies and projects can function in this new normal, we decided to give it a shot. We had known that nearly one third of you were using Parsec to access work computers, but designing for that use case never felt right. Last month, we launched Parsec for Teams. Everyone on Parsec staff is healthy (knock on wood), and we hope you all are too. Happy hour and Smash is now…well, it’s still Happy Hour, but Smash is a little tougher. Designers can’t get quick feedback on a new piece of interface. It’s been quite the transition: engineers aren’t able to easily pair on a product change. Like most technology companies, right now we’re all working on building Parsec remotely.
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