Telco and ISP

Is it your network, or the content?

That is the only question worth answering when a complaint arrives. Multi-point measurement turns it from a guess into a fact.

Sound familiar?

Complaints arrive, responsibility is unclear

The content provider says everything is fine, the field team blames the network, and no data settles it.

The problem is regional, the monitoring is central

A single measurement point simply cannot see degradation confined to one region.

Multicast streams are invisible

There is no continuous quality tracking on UDP multicast IPTV, so you hear about faults from subscribers.

No independent basis for SLA talks

The contract has numbers, but the party doing the measuring is the content provider.

What UnifyCast does about it

Multi-point monitoring with consensus

Measures the same stream from different regions. If none can reach it the source is at fault; if one cannot, that region's path is — the distinction is automatic.

Multicast and SRT support

UDP multicast and SRT streams are monitored directly, with TS-level continuity and timing analysis.

Regional comparison

The same content measured at different points, side by side, so divergence shows up with a location attached.

Independent SLA evidence

Measurement produced on your own infrastructure, independent of the content provider's numbers.

Licensing that scales

For hundreds of channels, extra vantage points stay cheap: full measurement at one point, lightweight watchers elsewhere.

Frequently asked

Can we place probes near subscribers?
Yes. Probes are lightweight and can sit in regional offices, POPs or representative subscriber lines. In watcher role their resource use is very low.
How many points does it scale to?
Point count is bounded by infrastructure, not licensing — licensing counts concurrently monitored streams. Assignment goes automatically to the least loaded point.
Does it measure the viewer's actual experience?
No — probes are synthetic viewers measuring the delivery chain. Device and player issues need player-side telemetry; the two complement each other.