Windows 8 low latency video streaming - windows-8

My game is based on Flash and uses RTMP to deliver live video to players. Video should be streamed from single location to many clients, not between clients.
It's essential requirement that end-to-end video stream should have very low latency, less than 0.5s.
Using many tweaks on server and client, I was able to achieve approx. 0.2s latency with RTMP and Adobe Live Media Encoder in case of loopback network interface.
Now the problem is to port the project to Windows 8 store app. Natively Windows 8 offers smooth streaming extensions for IIS + http://playerframework.codeplex.com/ for player + video encoder compatible with live smooth streaming. As of encoder, now I tested only Microsoft Expression Encoder 4 that supports live smooth streaming.
Despite using msRealTime property on player side, the latency is huge and I was unable to make it less than 6-10 seconds by tweaking the encoder. Different sources state that smooth [live] streaming is not a choice for low-latency video streaming scenarios, and it seems that with Expression Encoder 4 it's impossible to achieve low latency with any combination of settings. There are hardware video encoders which support smooth streaming, like ones from envivio or digital rapids, however:
They are expensive
I'm not sure at all if they can significantly improve latency on encoder side, compared to Expression Encoder
Even if they can eliminate encoder's time, can the rest of smooth streaming (IIS side) support required speed.
Questions:
What technology could be used to stream to Win8 clients with subsecond latency, if any?
Do you know players compatible with win8 or easily portable to win8 which support rtmp?
Addition. Live translation of Build 2012 uses Rtmp and Smooth Streaming in Desktop mode. In Metro mode, it uses RTMP and Flash Player for Metro.

I can confirm that Smooth Streaming will not be your technology of choice here. Under the very best scenario with perfect conditions, the best you're going to get is a few seconds (absolute minimum latency would be the chunk length itself, even if everything else had 0 latency.)
I think most likely RTSP/RTMP or something similar using UDP is your best bet. I would be looking at Video Conferencing technologies more than wide audience streaming technologies. If I remember correctly there are a few .NET components out there to handle RTSP H.264 meant for video conferencing - if I can find them later I will post here.

Related

Agora live streaming Quality configuration

I've been working on a flutter based project where the scope is to build live streaming functionality. I have used the flutter agora-rtc plugin for this with
video Dimensions: 1080:1920 in the configuration.
It works decent on high speed internet. But when the speed drops the video starts to stutter and lag a lot.
Can you please suggest a dimension and video configuration which will work on 1mbps speed with a decent quality
Setting video configuration based on the internet speed that you mentioned is not the only factor over here. You need to consider the number of simultaneous streams that will be played. Generally, a live stream requires higher bandwidth than a video regular call. You can refer this guide which can help you select the configuration based on your internet speed -https://docs.agora.io/en/All/faq/video_profile

Is it possible to send jpg files over CANbus

I'm trying to interface a board level USB camera with a STM32 family microcontroller and send the image file to a central computer using CANbus. Just want to know if this is possible/ has been done before and how involved a task it would be.
I worked at a company where we sent live (low-resolution infra-red) video streams over CAN, but towards the end of my time there they shifted towards ethernet.
So it is possible, but certainly not what it is best suited for. The main advantages of CAN are that it is a multi-point, multi-master bus with built in arbitration. It is meant for short packets, typically 8 bytes (CAN FD allows you to increase that).
If your camera is USB, why not just get a USB repeater cable or USB-over-ethernet gateway?
If there is already a CAN network in place that you are piggy-backing onto then you need to consider what impact you will have on the existing traffic.
If you are starting from scratch then of course CAN will work but it would be an odd choice.
Depending on if its CAN or CANFD (Affects the maximum bulk transfer packet size) you have higher level protocol options to packetise your images and send them over canbus like any other block of data.
For just reguarlar CAN your after part of the standard called J1939.21 Data Link Layer, there are public versions of this floating around online, however due to the agreement when purchasing the standard, I am not able to share the specifics from what I have.
Its on pages 27-28 of the 2001 revision.

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.

How to set priority to Audio over Video in WebRTC

Is there a way to set higher priority to Audio over video in WebRTC?
I am working on Cordova based mobile App and it uses Chrome Web View. My requirement is that Audio quality should not degrade in case of low bandwidth. Currently, I observed that Video and Audio both freezes or sometimes audio is not played at receiver side when running on low bandwidth.
I found this question but no solution provided there.
I also found a "priority" param in RTCRtpSender. But not sure about it.
I also found a long discussion about QoS priority here but I am still out of solution.

How does playbackRate affect bandwidth consumption with videojs?

I'm using videojs to playback videos stored on AWS. My users will often play back the video at 4x, 8x, or 16x speed. I can control the playback speed using:
videojs('my-player', {playbackRates: [1, 4, 8, 16]})
How does this impact bandwidth usage? Does a video played at 4x speed consume 1/4 of the bandwidth?
Are there other web video frameworks that would be better suited to minimizing data transfer out when playback speed is increased?
Most (if not all) HTML5 video player libraries are just wrappers for native HTML5. So buffering etc is handled by browser according to standardized RFC protocols. On the other hand, HLS/DASH features requires custom implementation by player.