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It looks like U.S. accelerated Q-over-Q, but international was closer to flat with 1Q.
I'd be curious what you'd kind of call out as like the biggest flag of kind of the improvement there
how should we think about balancing needs between the consumer and gaming verticals on sort of the user acquisition side
how does e-commerce reinforcement learning kind of compare? Is it faster, slower? Does it take longer?
Can we expect that through 2026? Is that like a step function change that we think can continue?
what would you define as like low quality or an advertiser that wouldn't work sort of with the platform?
are all the codes so far given out? Or is this something we can expect the partners to sort of continue doing through early 2026?
what have you learned through that process so far if that's informing the self-serve kind of tool set?
anything to call out in terms of like model enhancements, tweaks, performance improvements?
your ability to sort of monetize a relatively, like, static base of inventory
Can you talk about maybe, like, what kind of inventory is converting best, and if perhaps this is different from the inventory that converts better for gaming?
Looks like you're rolling out 28-day models. Has there been any sort of early feedback here on the gaming side?
what maybe the mix kind of looks like as we get closer to release of the game
how do we parse that out from what overall engagement looks like broadly on mobile
it looks like the revenue by geo, there was sort of a big sequential step-up in China spend. Is this Vector related or something else?