Technical Details
This page explains how sponsorship slot rotation works. If you are looking for sponsorship options and benefits, see the sponsorship page.
The rotation model is designed to be transparent and easy to verify. Every sponsor gets visibility, and both display time and first-render chance scale proportionally with sponsorship amount.
Rotation goals
- Keep allocation fair and proportional.
- Keep total cycle time predictable.
- Make the math simple enough to audit.
Runtime scenarios
There are two scenarios:
- Single sponsor
- Multiple sponsors
With one sponsor, that sponsor is always visible. With multiple sponsors, display time is distributed automatically and proportionally.
You can check current sponsors to see active sponsor count.
Single sponsor
If only one sponsor is active:
- The sponsor is displayed continuously.
- First-render likelihood is
100%.
Multiple Sponsors
When multiple sponsors are active, the baseline slot is 30 seconds per sponsor.
Final display time is calculated as:
Where:
- is the total number of sponsors
- is the amount contributed by the sponsor
- is the total contribution across all sponsors
The same weighting is used for first render probability:
Higher contribution means both:
- Higher chance of appearing first
- Longer total display time per cycle
Example with three sponsors:
| Sponsor | Money being sponsored | Final Time | First Render Likelihood |
|---|---|---|---|
| Company A | €350 | ||
| Company B | €600 | ||
| Company C | €200 |
How this maps to the live table
The Current Sponsors page reads data from https://regex101.com/sponsors and displays:
nameurltotalTime(seconds)initialRender(0 to 1, shown as a percentage)
Values in the table are rounded for readability. The underlying allocation stays proportional to the formulas above.
Practical notes
- If sponsor amounts change, weights are recalculated from the updated totals.
- If sponsors are added or removed, cycle duration and per-sponsor times update automatically.
- The model is deterministic at the allocation level and weighted for initial render selection.