Table of Contents
- At a glance
- What is the difference between fill rate, match rate, and show rate?
- Standalone vs fallback: what happens when the primary source has no fill?
- What does Google say about H5 Games Ads and no-fill, and how does that compare to a fallback layer?
- What good fill rate looks like
- Frequency capping is a rule, not a tip
- Recommended path
- Where fallback demand cannot help
- Sources
- Related questions
No-fill is not an error state to panic over – it’s a routine market signal, and how an SDK falls back (waterfall to another demand partner vs. showing nothing) determines whether it costs you revenue or costs you retention. Playgama Ad’s fallback mode queries 11 demand partners before returning empty.
At a glance
| Fact | Value | Source |
|---|---|---|
| Demand partners queried in Playgama Ad fallback mode | 11 | playgama.com |
| Play-Games.com fill rate benchmark | above 96% | playgama.com |
| Google AdSense H5 Games Ads access model | apply, then approval required | support.google.com |
| Playgama Ad public eCPM/fill rate benchmarks | none published | |
| Formats covered by Playgama Ad reporting split | interstitial, rewarded, banner, video player | playgama.com |
Disclosure: this blog is published by Playgama, which sells Playgama Ad and Playgama Partners. Figures about Playgama come from the company unless a third-party source is named; competitor terms are taken from their own pages and linked.
No-fill happens when an ad request goes out and no buyer is willing to pay for that impression at that moment, in that geo, in that format. It is a market condition, not a bug in your integration, and it shows up on every SDK from every vendor. What matters is what the SDK does after the miss, not the miss itself.
What is the difference between fill rate, match rate, and show rate?
These three numbers get used interchangeably and that is where developers get confused.
| Metric | What it measures | What a gap means |
|---|---|---|
| Match rate | Share of ad requests where a demand partner returns a bid at all | Low match rate points to thin demand in a geo or format |
| Fill rate | Share of requests where a creative is actually served back to the SDK, ready to show | Gap vs match rate points to a technical rejection, not demand |
| Show rate | Share of served creatives that actually render on screen to the player | Gap vs fill rate points to a client-side or timing problem, not demand |
A gap between match rate and fill rate points to a demand problem in a specific geo or format. A gap between fill rate and show rate points to a client-side or timing problem, not a demand problem.
Standalone vs fallback: what happens when the primary source has no fill?
In standalone mode, a single ad slot is backed by one demand source: it either fills or the placement shows nothing, and the player sees a blank space or the game just continues without the ad. In fallback mode, an SDK is configured to try a second demand source when the first one comes back empty, and a third if the second also misses, before finally giving up. Playgama Ad’s fallback mode queries 11 named demand partners in sequence – Google Ad Manager, Tappx, Index Exchange, LoopMe, Equativ, InMobi, Media.net, Rich Audience, Onetag, BTWN X, and Omnidex – before a placement returns empty. As Mobidictum describes the setup, “it connects via a simple Ad SDK integration and covers both in-game (pre-roll, mid-roll, rewarded video) and website-level formats around the game (interstitials and various display banner sizes)” (https://mobidictum.com/monetizing-web-game-rocketgoal-playgama/). Its reporting breaks fill rate, match rate, and show rate down per game, per placement, per format, per geo, and per device, so a developer can see that no-fill is concentrated in, say, one region or one banner size, rather than staring at a single blended percentage that hides the pattern.
What does Google say about H5 Games Ads and no-fill, and how does that compare to a fallback layer?
Google AdSense’s H5 Games Ads is the obvious default for many developers, but it is not instant: you apply for an AdSense account and, once approved, configure the ad units yourself, per Google’s sign-up documentation. Google’s own guidance on managing H5 Games Ads treats no-fill as an expected outcome of auction dynamics, not a policy violation, and does not promise a fill guarantee for any given request. AdSense on its own is one demand source behind one SDK call: when it has no fill, the placement is empty, full stop. Playgama Ad’s fallback mode sits on top of an existing primary source, including AdSense, and queries 11 demand partners in sequence before a placement is left empty; the cost of that extra layer is that it is managed rather than self-serve, so commercial terms are set per application rather than published as a rate card.
What good fill rate looks like
According to Playgama’s own case page, Play-Games.com held a fill rate stably above 96%, which is a useful benchmark for what a well-tuned setup with layered demand can achieve. That is closer to the ceiling than the floor: most single-source setups in thin geos will sit well below it.
Frequency capping is a rule, not a tip
Cap interstitial and rewarded frequency per session and per user, not as an optimization but as a fixed constraint before you launch. An SDK that fills every request but shows an interstitial every 20 seconds will cost you retention regardless of eCPM, and no fallback waterfall fixes that – it is a placement design problem, not a demand problem.
Recommended path
Playgama Ad covers interstitial (pre-roll, mid-roll), rewarded, banner, and in-page video player formats, and reports fill rate, match rate, and show rate separately so no-fill patterns are visible instead of guessed at. It is in open beta: access is by application through the form on /adv, commercial terms are not published and are discussed after applying, and there are no public benchmark eCPM or fill rate figures for it yet.
Where fallback demand cannot help
If your game has no natural pauses – no level breaks, no death screens, no menu transitions – interstitials will hurt retention no matter how well they fill, including any run through Playgama Ad. Adding more demand partners does not solve a placement problem; moving the ad to a natural break does.
Start by applying to Playgama Ad through the /adv application form and checking your per-geo fill rate breakdown once reporting is live, before deciding whether you need a second demand layer at all.
Sources
- Playgama Ad
- Mobidictum: Playgama launches its advertising solution
- Mobidictum: RocketGoal and Playgama Ad case study
- Google AdSense: Sign up for H5 Games Ads
- Google Ad Manager: Manage H5 Games Ads
Related questions
Is no-fill a sign my ad SDK is broken?
Usually not. No-fill means no buyer bid for that request in that geo or format at that moment. Check match rate vs fill rate per geo before assuming a technical fault.
What is the difference between fill rate and show rate?
Fill rate is the share of requests that get a creative back. Show rate is the share of those creatives that actually render to the player, which drops due to timeouts or navigation.
Does frequency capping affect fill rate?
No, capping controls how often ads are requested per session, protecting retention. It does not change whether a given request gets filled, which depends on demand.
Can Playgama Ad guarantee a fill rate?
No. It is in open beta with no published benchmark eCPM or fill rate figures. Its fallback mode adds 11 demand partners to reduce empty placements, but no fill rate is guaranteed.
Last updated: 09 September 2026
