Jul and Oct 2026, my own product
Pawse
One movie, two cities, in step.
The problem
“3, 2, 1, play” drifts apart within minutes. Tools that re-stream the video lag, or break on DRM.
What I built
- A sync engine that sends only tiny play, pause and seek events over a WebSocket room, with host migration and a rejoin grace period.
- Clock sync with drift correction: followers ignore gaps under 20 ms, nudge playback rate up to 8% below 400 ms, and seek above that.
- Your own file, sent peer to peer over WebRTC in 16 KB chunks. No re-encode, no account.
- YouTube sync through a Chrome extension, plus voice, camera and chat on top.
Stack: React, Node ws relay, WebRTC.
What changed
- 350 to 6 ms
- median gap between two players while playing
- 13 ms
- after a seek
- 19 ms
- with one clock forced 0.5% slow (453 ms and growing without the engine)
- 13 tests
- and zero infrastructure cost
Source: scripts/measure-sync.mjs, 150 ms simulated delay each way, 3 runs, 18 Oct 2026.
Your version: Two screens have to stay in step?
Realtime sync, presence and chat that hold up on bad networks.
Tell me about itNext case: BuzzBell