Bid floor optimisation for mobile apps & games

Bid floor optimisation without the SDK.

Segmenta connects to your mediator, groups your players into eCPM value buckets, and optimises bid floors through the mediator's own APIs. No SDK to integrate. No mediation migration. No third-party code running in your game.

Works inside your existing AppLovin MAX account · Read-only until you say otherwise · No third-party SDK in your build
One floor for everyone, or one floor per bucket
Share of users Bid floor ($)
Ad ARPDAU index
100.0
Baseline
Fill rate
94.1%
Every request priced the same
Impressions per DAU
18.4
Unchanged

Illustrative model. Your own figures come from your mediation history, not ours.


The problem

Bid floors are the last big lever nobody is pulling properly.

In-app bidding was supposed to make floors irrelevant. It didn't. Bid shading is everywhere, and most networks treat your floor as a signal about what the impression is worth. Set it too low and you leave money on every high-value impression. Set it too high and you lose fill on the users who were never going to pay much anyway.

The right answer is different for every player. The problem is that finding it has always meant putting somebody else's code in your game.

One floor for everyone

Your whale and your never-payer see the same floor, in the same country group, at the same price.

Optimisation you can't ship

The vendor with the answer needs an SDK, a QA cycle and a store submission. By the time it's live, the quarter's gone.

Insight you can't act on

Your mediation dashboard tells you your average eCPM. It doesn't tell you which players generate it.


How it works

A closed loop that never enters your build.

Segmenta is plug and play. Paste in an API key, ship one app update, and that is the whole of your side of the work — no SDK, no mediation migration, and nothing for your engineers to maintain afterwards.

Flow diagram. A phone running a game with a banner ad slot sits inside a dashed boundary marked no SDK, one app update, and exchanges ad requests and served ads with your mediator. Below, a magenta-outlined Segmenta panel receives impression-level revenue data from the mediator and pushes bid floors back. Inside the panel, three steps run left to right: 01 Connect, 02 Segment, 03 Optimise.

If you don't like what you see, you disconnect an API key. There's no SDK to rip out, because we never put one in your game.

Why no SDK

"No SDK" isn't a limitation. It's the product.

Live in a day, not a quarter

No integration ticket. No SDK for QA to regression-test. No new dependency for your engineers to own. One app update and Segmenta is already learning from data you generated months ago.

Zero risk to the thing you actually care about

Third-party SDKs are a leading cause of ANRs and cold-start regressions in mobile games. A monetisation gain that costs you a third of a point on your crash-free rate isn't a gain. Segmenta puts no third-party SDK, no background threads and no extra network calls in your app.

We optimise your history, not just your future

Because we read your mediation data rather than generate it, Segmenta can analyse impressions that already happened. You get your first bucket analysis from data you already own — before you've agreed to change anything.

We never touch the auction

Segmenta isn't in your waterfall, isn't a demand partner and doesn't take a position in your ad calls. Your mediation setup stays your mediation setup. We change the numbers in it, not the plumbing under it.

Case study

Nocturnal Games

+19%
Android interstitial
Ad ARPDAU
+22%
iOS interstitial
Ad ARPDAU

TLDR: Easy set up, one app update, and interstitial Ad ARPDAU up 19% for Turkish studio Nocturnal.

The mobile ad monetization ecosystem keeps getting worse for publishers. Header bidding has quietly taken 10 to 20% of Ad ARPDAU out of publisher pockets in the last three years. We built Segmenta.ai to take some of it back. No SDK, no mediation migration.

Nocturnal has been running Segmenta's Easy Bid floors since May. Interstitial Ad ARPDAU is up 19% on Android and 22% on iOS, measured against a matched pre-launch baseline. The uplift showed up within days of switching on.

"Segmenta's bid floor solution was super easy to use and quick to get results."

Ceyhun Taşçi, Nocturnal

What it costs you: one app update. No new networks, no SDK swap, no mediation migration, no change to your placements or frequency caps. It runs inside your existing MAX account.

What Segmenta does: reads your live auction data and continuously recalibrates floors by country and format using a rolling window. We stop you from selling impressions for less than they're worth.


Compare

Do you actually need an SDK to optimise bid floors?

For decisions that depend on what a player is doing right now, yes. For pricing your inventory, no — and that's the difference.

Segmenta SDK-based optimisers
IntegrationMediator API keys + one app updateSDK in your game
Sits inside the ad callNoYes — loads and shows ads
Time to liveOne app updateSDK integration + release cycle
Crash / ANR riskNone — no third-party SDKNon-zero
Works on historic dataYesNo
Mediation coverageAppLovin MAX, more comingTypically one mediator
Decision granularityeCPM bucket & ad unitPer player, per session
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Who built it

Built by ad monetisation veterans.

25 years and over $1bn in ad revenue between them.

Dilpesh Parmar

Dilpesh Parmar

Co-founder

In ad optimisation since 2008. Dilpesh has led ad monetisation at Outfit7, Kwalee, Shazam and IQzone, and was part of the team behind Outfit7's billion-dollar exit. He co-founded Aequus Ads, and advises and invests in companies across the adtech ecosystem.

Felix Braberg

Felix Braberg

Co-founder

A decade optimising mobile game monetisation across 55+ games and apps, working with studios, ad networks and DSPs. Felix writes the Mobile Ad Revenue newsletter and co-hosts Two & a Half Gamers, where he has spent years making the argument Segmenta is built on: average eCPM hides what each impression is actually worth.


Questions

The things ad ops teams ask first.

Do I really not have to integrate an SDK?

No SDK, correct. Segmenta reads your mediator's user-level ad revenue API and writes back through its ad unit management API, both server-to-server. Your side of it is one app update to expose the new ad units — after that there is no third-party code in your build to maintain, update or debug.

How can you optimise per user without being in the app?

We don't optimise per user in real time — we optimise per value bucket, and route buckets to ad units whose floors we control. For floor pricing this captures most of the available uplift, because the underlying signal (what a player is worth to advertisers) is stable across sessions. Decisions that genuinely depend on in-session state, like interstitial cooldowns, need an SDK, and we're honest that we don't do those.

Which mediators do you support?

AppLovin MAX today, with more mediators coming. If you're on a different platform, tell us which one — it helps us decide what to build next, and we'll let you know when it's ready.

What if it doesn't work?

The A/B test tells you, in your own dashboard, in your own numbers. Then you revoke the API key. There is no removal project.

Do you take a cut of my ad revenue as a demand partner?

No. We are not in your auction and we don't sell your inventory.

How much data do you need before recommendations are useful?

Roughly 30 days of impression-level history, or 14 days at higher volumes. Where historic data is available through the API, we can often produce a first analysis immediately.

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Let's talk.

Tell us a little about your apps and we'll show you how Segmenta can help improve your ARPDAU.

We reply within three working days. No newsletter, no drip sequence.