WebRTC - Peerconnection constraints - webrtc

I've been working on a WebRTC videoconferencing app which is working great, taking into account the current state of WebRTC.
However, I have been exploring the possibilities to add constraints to the video and audio streams being send over by PeerConnection.
More specific in improving the performance of the video.
When videoconferencing on old (slow) laptops, we noticed that the quality of the image is really high but the frame per second is low. The stream is hacky.
About the audio quality, we give it a 8,5 for Chrome but only a 5,5 to 6 for Firefox.
I am not really interested in applying constraints to getUserMedia since this stream is being shown to the user aswell, and we don't want to change anything about this local output. (Unless there isn't another way)
I have found alot of information on W3G's drafts about MediaStreams and WebRTC itself.
These define certain constraints like default fps, minfps, minwidth and minheight of the image. On webrtc.org is also alot of information available like choosing codec etc.
But these settings can only be made "under the hood". It seems these settings cannot be addressed from RTCPeerConnection API level?
Certain examples on the net manipulate the SDP strings in the Offer / Answer part of the WebRTC handshake, is this the way to go ?
TL;DR : How to apply - and What is the best way to apply - constraints on WebRTC like minfps, maxfps, default fps, minwidth, maxwidth, dpi of image, bandwidth of video and audio, audio KHz and any other way to improve performance or quality of the stream(s).
Big thanks in advance !

Right now, most of those can't be set in Firefox or Chrome. A few can be adjusted (with care/pain) in the SDP, but even if there's an SDP option defined for something it doesn't mean that the browsers look at it.
Both Mozilla and Google are looking to improve CPU overload detection and reaction (reduce frame size dynamically, etc). Right now, this effectively isn't being done. Upcoming releases of FF (FF24) will adapt to the capture resolution (as a maximum), but we don't have constraints for that yet, just about:config prefs (see media.*). That would allow you to set a different default resolution for Firefox.

Related

Decreasing speed decreases sound quality

Decreasing the playback speed of AudioPlayer severely decreases the quality of the audio being played; the audio becomes very "noisy".
Is there any way to fix this or is it an issue with the just_audio implementation?
Reproduce:
final AudioPlayer player = AudioPlayer(); // Create audio player
player.setAsset("..."); // Load audio file
player.setSpeed(0.5); // Halve speed
player.play(); // Start playing
Just to preface this answer, time stretching is a difficult thing to do in real-time because it has to stretch time without stretching the sound waves (stretching the sound waves would lower the frequency and hence the pitch, so it has to stretch time while filling the gaps with fabricated extensions to the existing sound waves). As a result, the very best real time algorithm will still introduce artifacts and distortions.
Now to answer your question, just_audio doesn't provide any options to change the time stretching algorithm, but it does use the best available algorithms for each platform, for general purpose usage. The Android implementation uses Sonic which is better quality than Android's own built-in algorithm. On iOS/macOS, AVAudioTimePitchAlgorithmTimeDomain is used which seems to produce the least distortion at speeds below 1.0 out of the different algorithms Apple provides, although newer iPhones/iOS versions may produce higher quality output. On web browsers, it uses whatever algorithm that web browser provides.
If you need to try out alternatives, you would need to make a copy of just_audio and edit the code that selects the algorithm. You are unlikely to find better options for Android and web, but you might like to experiment with the different iOS/macOS algorithms by searching for AVAudioTimePitchAlgorithmTimeDomain in the code and changing it to one of the other options listed in Apple's documentation. You may find one of the other algorithms works better if you have a specialised use case.

WebRTC: Bad Encoding Performance for Screensharing via CGDisplayStream (h264/vp8/vp9)

I am using the objective-c framework for WebRTC for building a screensharing app. The video is captured using CGDisplayStream. I have a working demo but at 2580x1080 I get only 3-4 fps. My googAvgEncodeMs is around 100-300ms (should be >10ms ideally) which explains why the screensharing is far from being fluid (30fsp+). I also switched between codecs (h264/vp8/vp9) but with all of them I get the same slow experience. The contentType in webRTC is set to screen (values: [screen,realtime]).
The cpu usage of my mac is then between 80-100%. My guess is that there is some major optimisation (qpMax, hardware-acceleration etc...) in the c++ code of the codecs that I have missed. Unfortunately my knowledge on codecs is limited.
Also interesting: Even when I lower the resolution to 320x240 the googAvgEncodeMs is still in the range of 30-60ms.
I am running this on a MacBook Pro 15 inch from 2018. When running a random webrtc inside Chrome/Firefox etc I get smoother results than with the vanilla webrtc framework.
WebRTC uses software encoding and that is the real culprit. Also encoding 2580 x 1080 in software is not going to be practical. Try reducing H and V resolution in half and it will improve performance with some loss in quality. Also if you are doing screen sharing and video support is not critical, you can drop frame rate to 10 frames per second. Logical solution is to figure out how to incorporate h/w acceleration.

Frame by frame decode using Media Source Extension

I've been digging through the Media Source Extension examples on the internet and haven't quite figured out a way to adapt them to my needs.
I'm looking to take a locally cached MP4/WebM video (w/ 100% keyframes and 1:1 ratio of clusters/atoms to keyframes) and decode/display them non-sequentially (ie. frame 10, 400, 2, 100, etc.) and to be able to render these non-sequential frames on demand at rates from 0-60fps. The simple non-MSE approach using the currentTime property fails due to the latency in setting this property and getting a frame displayed.
I realize this is totally outside normal expectations for video playback, but my application requires this type of non-sequential high speed playback. Ideally I can do this with h264 for GPU acceleration but I realize there could be some platform specific GPU buffers to contend with, though it seems that a zero frame buffer should be possible (see here). I am hoping that MSE can accomplish this non-sequential high framerate low latency playback, but I know I'm asking for a lot.
Questions:
Will appendBuffer accept a single WebM cluster / MP4 Atom made up of a single keyframe, and also be able to decode at a high frequency (60fps)?
Do you think what I'm trying to do is possible in the browser?
Any help, insight, or code suggestions/examples would be much appreciated.
Thanks!
Update 4/5/16
I was able to get MSE mostly working with single frame MP4 fragments in Firefox, Edge, and Chrome. However, Chrome seems to be running into the frame buffer issue linked above and I haven't found a way to pre-process a MP4 to invoke this "low delay" mode. Anyone have any clues if it's possible to create such a file with an existing tool like MP4Box?
Firefox and Edge decode/display the individual frames immediately with very little latency, but of course something breaks once I load this video into a Three.js WebGL project (no video output, no errors). I'm ignoring this for now as I'd much rather have things working on Chrome as I'll be targeting Android as well.
I was able to get this working pretty well. The key was getting Chrome to enter its "low delay" mode by muxing a specially crafted MP4 file using modified mp4box sources. I added one line in movie_fragments.c so it read:
if (movie->moov->mvex->mehd && movie->moov->mvex->mehd->fragment_duration) {
trex->track->Header->duration = 0;
Media_SetDuration(trex->track);
movie->moov->mvex->mehd->fragment_duration = 0;
}
Now every MP4 created will have the MEHD fragment duration set to 0 which causes Chrome to process it as a live stream.
I still have one remaining issue related to the timestampOffset property which in combination with the FPS set in the media fragments control the playback speed. Since I'm looking to control the FPS directly I don't want any added delay from the MSE playback engine. I'll post a separate question here to address that.
Thanks,
Dustin

Premiere export settings for background video

I'm not sure if it's allowed ask these questions here, but looks important for us webdevelopers (even bad dev like me :p ).
The question is about export setting videons on Premiere. I'm looking for a background video 30s like airbnb or paypal. Yesterday, I check paypal size and it's only 10/15 Mb for more than a minute. How did they do?
Obviously you want a low average bit rate. Things that can help with that are: keep the resolution low (you can scale it up a bit on the client); use H.264 High Profile (for the H.264 version); use 2-pass encoding; use variable bit rate. You can try increasing the GOP length too.
I assume there's no audio, so that shouldn't be an issue. (Can't remember if Adobe has an option for no sound track, but you can set the audio to a very low bit rate, or post-process it with ffmpeg or something to remove the audio track.)
If you have any control over the video content, you can try to keep it compressible. For example, avoid video with lots of detail or rapid motion. You might be able to selectively blur parts in a way that doesn't look bad. If it doesn't move too fast, you might be able to decrease the frame rate.
If you really want to optimize, you'll probably need to experiment a lot.

Audio or Video Priority Constraints in vLine (WebRTC)

As I am developing a video chat application based on the vLine API (fantastic so far), I deal with a lot of high latency and lower bandwidth connections.
I know that a lot of this is abstracted to the browser doing the work behind the scenes, but I am trying to find out if one is able to prioritize audio over video, in regards to quality and bandwidth.
It's always better to be able to hear someone even if the video becomes poor. Are there any abilities to do this in WebRTC and vLine in particular? Ideally, I would like to implement a slider control or checkbox with pre-defined constraints.
Currently there is no way to prioritize audio over video via constraints in a video call. The browser will try to do the 'right thing' in this scenario.