Who is this for?
Anchor your pitch deck. Pick a monetization model with realistic numbers before you ship.
Spot mediation, viewability, and UX leaks worth $X/month. Justify the next experiment with concrete numbers.
Compare studios on common axes. Use as a sanity check during diligence or for cross-portfolio benchmarking.
What you'll get
Estimate daily and monthly revenue using Q1–Q2 2026 industry benchmarks. Audits mediation efficiency, viewability, and platform mix for revenue leaks. Results unlock after email.
How it works
For each ad format the engine computes impressions per day(DAU × sessions × placements per session × fill rate), multiplies by the format’s eCPM, applies the platform multiplier (interpolated between iOS at 1.0 and Android at 0.65), the regional multiplier, and the mediation efficiency factor, then divides by 1000. Native impressions are additionally scaled by the viewability percentage.
IAP revenue uses a monthly model normalised to daily: DAU × (monthly_conversion% / 100) × (monthly_ARPPU / 30). This avoids the common mistake of dividing monthly ARPPU by 30 without weighting by the conversion rate.
The 12-month projection uses pure exponential decay: e^(-0.15 × month). Half-life ≈ 4.6 months. We deliberately don’t use a logarithmic curve here — that’s mathematically unbounded and doesn’t model real cohort attrition.
Inputs explained
| Field | What it means | Why it matters |
|---|---|---|
| Genre | Picks a benchmark row — eCPMs, engagement defaults, and IAP rates. | Drives almost every default number behind the scenes. |
| Platform Split | Share of your DAU on iOS (0–100). The rest is Android. | iOS eCPMs run ~54% higher than Android. Slider interpolates linearly. |
| DAU | Daily Active Users — how many unique people open the app per day. | Linear multiplier on every revenue stream. |
| Monetization Model | Ads only, IAP only, or hybrid. | Hybrid almost always beats single-stream at scale. |
| Region | Primary user geography (Tier 1 US/CA, EU, JP/KR vs Tier 3 IN/SEA). | eCPMs swing 35% – 250% across regions. |
| Mediation Type | Bidding (real-time auction) vs Waterfall (legacy priority stack). | Waterfall typically yields ~13% less than bidding due to latency and stale floors. |
| Native/Intrinsic per Session | Number of in-flow native ad placements shown per user session. | High eCPM, low UX friction. Zero by default — turn on in Customize. |
| Native Viewability (%) | Share of native impressions that actually meet IAB viewability (50% pixels for 1s+). | 75% is industry default. 90%+ is the WhisqAI Intrinsic SDK target. |
Revenue leaks
The audit panel in your results flags concrete $/month lost across these five patterns. Each card sorts by dollar impact so the biggest leak leads.
Waterfall mediation calls one network at a time in a priority list. Each call adds latency, and some users close the app before the ad shows. Auction floors are static and frequently mispriced. Real-time bidding (RTB) lets every network compete simultaneously at the moment of the impression, so the highest bid wins. The WhisqAI engine assumes 0.98 efficiency for bidding vs 0.85 for waterfall, matching AppLovin's 2025 study showing 12–18% yield uplift.
An ad impression that isn't actually viewed still costs you a request but earns nothing. IAB defines a viewable impression as 50% of pixels rendered for at least 1 second. Native placements often default to 65–75% viewability because of scroll position and brief sessions. Lifting that to the WhisqAI Intrinsic SDK target of 90%+ is a linear gain on native revenue: at 75% viewability you're leaving 20% of native revenue on the table.
iOS users monetize roughly 54% better than Android users on the same ad units, primarily because of higher disposable income, lower ad fraud, and stronger advertiser demand. If your DAU skews Android (pct_ios < 30%), every percentage point you can shift toward iOS via UA targeting is a near-linear ad-revenue gain. The leak engine computes the dollar gain of moving +10 points iOS at your current scale.
Rewarded Video is the highest-eCPM ad format in mobile — typically 2–3x interstitials and 25–40x banners. It's also opt-in, so it doesn't harm retention. Most casual and midcore genres can support 2+ RV placements per session (e.g., second-chance after death, double XP, daily reward). If your genre default is below 2, the engine flags that as a leak worth ~30% of current RV revenue.
Interstitials interrupt the play loop. In casual and casual-puzzle genres, more than 3 interstitials per session reliably hurts D1 retention by 4–7%. That retention loss compounds into smaller DAU and lower lifetime revenue. The engine estimates ~5% revenue loss per excess interstitial above the threshold — a rough proxy until your live analytics confirm.
Glossary
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