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  • Streaming Media Server and Hosting

    - by Ryan Max
    My partner and I have a webcam site that basically runs the old-school method....Every 0.5 seconds the javascript reloads the image in the browser from the webcam. However we are wanting to upgrade to a streaming media server to get higher quality video, and possibly audio. We aren't tied to any one specific file format or server type, as of right now we are leaning towards slicehost (as scalability is important), and installing darwin streaming server or wowza. This is meant to be a live stream. Does anyone have any suggestions for hosts/server software?

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  • Streaming desktop with avconv - severe sound issues

    - by Tommy Brunn
    I'm trying to do some live streaming in Ubuntu 12.10, but I'm having some problems with audio. More specifically, the quality is complete garbage and it's at least 10 seconds out of sync with the video. I'm using an excellent guide found here to set up my loopback devices so that I can combine the desktop audio with the microphone input. It seems to work, as I'm able to stream both audio and video to Twitch.tv. But, as I said, the audio quality is terrible. The microphone audio is very, very low, but if I increase it, I get a horrible garbled sound that is absolutely unbearable. Nothing like that is present during VoIP calls or when recording sound alone with the sound recorder, so it's not an issue with the microphone itself. The entire audio stream is also delayed about 10-15 seconds compared to the video stream. I put together an imgur album of my settings. Here is some example output from when I'm streaming: avconv version 0.8.4-6:0.8.4-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:11 with gcc 4.7.2 [x11grab @ 0x162fd80] device: :0.0+570,262 -> display: :0.0 x: 570 y: 262 width: 1280 height: 720 [x11grab @ 0x162fd80] shared memory extension found [x11grab @ 0x162fd80] Estimating duration from bitrate, this may be inaccurate Input #0, x11grab, from ':0.0+570,262': Duration: N/A, start: 1353181686.735113, bitrate: 884736 kb/s Stream #0.0: Video: rawvideo, bgra, 1280x720, 884736 kb/s, 30 tbr, 1000k tbn, 30 tbc [alsa @ 0x163fce0] capture with some ALSA plugins, especially dsnoop, may hang. [alsa @ 0x163fce0] Estimating duration from bitrate, this may be inaccurate Input #1, alsa, from 'pulse': Duration: N/A, start: 1353181686.773841, bitrate: N/A Stream #1.0: Audio: pcm_s16le, 48000 Hz, 2 channels, s16, 1536 kb/s Incompatible pixel format 'bgra' for codec 'libx264', auto-selecting format 'yuv420p' [buffer @ 0x1641ec0] w:1280 h:720 pixfmt:bgra [scale @ 0x1642480] w:1280 h:720 fmt:bgra -> w:852 h:480 fmt:yuv420p flags:0x4 [libx264 @ 0x165ae80] VBV maxrate unspecified, assuming CBR [libx264 @ 0x165ae80] using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.2 [libx264 @ 0x165ae80] profile Main, level 3.1 [libx264 @ 0x165ae80] 264 - core 123 r2189 35cf912 - H.264/MPEG-4 AVC codec - Copyleft 2003-2012 - http://www.videolan.org/x264.html - options: cabac=1 ref=2 deblock=1:0:0 analyse=0x1:0x111 me=hex subme=6 psy=1 psy_rd=1.00:0.00 mixed_ref=0 me_range=16 chroma_me=1 trellis=1 8x8dct=0 cqm=0 deadzone=21,11 fast_pskip=1 chroma_qp_offset=-2 threads=4 sliced_threads=0 nr=0 decimate=1 interlaced=0 bluray_compat=0 constrained_intra=0 bframes=3 b_pyramid=0 b_adapt=1 b_bias=0 direct=1 weightb=0 open_gop=1 weightp=1 keyint=250 keyint_min=25 scenecut=40 intra_refresh=0 rc_lookahead=30 rc=cbr mbtree=1 bitrate=712 ratetol=1.0 qcomp=0.60 qpmin=0 qpmax=69 qpstep=4 vbv_maxrate=712 vbv_bufsize=512 nal_hrd=none ip_ratio=1.25 aq=1:1.00 Output #0, flv, to 'rtmp://live.justin.tv/app/live_23011330_Pt1plSRM0z5WVNJ0QmCHvTPmpUnfC4': Metadata: encoder : Lavf53.21.0 Stream #0.0: Video: libx264, yuv420p, 852x480, q=-1--1, 712 kb/s, 1k tbn, 30 tbc Stream #0.1: Audio: libmp3lame, 44100 Hz, 2 channels, s16, 712 kb/s Stream mapping: Stream #0:0 -> #0:0 (rawvideo -> libx264) Stream #1:0 -> #0:1 (pcm_s16le -> libmp3lame) Press ctrl-c to stop encoding frame= 17 fps= 0 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 32 fps= 31 q=0.0 size= 0kB time=10000000000.00 bitrate= 0.0kbitframe= 40 fps= 23 q=29.0 size= 44kB time=0.03 bitrate=13786.2kbits/s dup=frame= 47 fps= 21 q=31.0 size= 93kB time=2.73 bitrate= 277.7kbits/s dup=0frame= 62 fps= 23 q=29.0 size= 160kB time=3.23 bitrate= 406.2kbits/s dup=0frame= 77 fps= 24 q=23.0 size= 209kB time=3.71 bitrate= 462.5kbits/s dup=0frame= 92 fps= 25 q=20.0 size= 267kB time=4.91 bitrate= 445.2kbits/s dup=0frame= 107 fps= 25 q=20.0 size= 318kB time=5.41 bitrate= 482.1kbits/s dup=0frame= 123 fps= 26 q=18.0 size= 368kB time=5.96 bitrate= 505.7kbits/s dup=0frame= 139 fps= 26 q=16.0 size= 419kB time=6.48 bitrate= 529.7kbits/s dup=0frame= 155 fps= 27 q=15.0 size= 473kB time=7.00 bitrate= 553.6kbits/s dup=0frame= 170 fps= 27 q=14.0 size= 525kB time=7.52 bitrate= 571.7kbits/s dup=0 frame= 180 fps= 25 q=-1.0 Lsize= 652kB time=7.97 bitrate= 670.0kbits/s dup=0 drop=32 //Here I stop the streaming video:531kB audio:112kB global headers:0kB muxing overhead 1.345945% [libx264 @ 0x165ae80] frame I:1 Avg QP:30.43 size: 39748 [libx264 @ 0x165ae80] frame P:45 Avg QP:11.37 size: 11110 [libx264 @ 0x165ae80] frame B:134 Avg QP:15.93 size: 27 [libx264 @ 0x165ae80] consecutive B-frames: 0.6% 0.0% 1.7% 97.8% [libx264 @ 0x165ae80] mb I I16..4: 7.3% 0.0% 92.7% [libx264 @ 0x165ae80] mb P I16..4: 0.1% 0.0% 0.1% P16..4: 49.1% 1.2% 2.1% 0.0% 0.0% skip:47.4% [libx264 @ 0x165ae80] mb B I16..4: 0.0% 0.0% 0.0% B16..8: 0.1% 0.0% 0.0% direct: 0.0% skip:99.9% L0:42.5% L1:56.9% BI: 0.6% [libx264 @ 0x165ae80] coded y,uvDC,uvAC intra: 82.3% 87.4% 71.9% inter: 7.1% 8.4% 7.0% [libx264 @ 0x165ae80] i16 v,h,dc,p: 27% 29% 16% 28% [libx264 @ 0x165ae80] i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 22% 21% 14% 8% 8% 8% 7% 5% 7% [libx264 @ 0x165ae80] i8c dc,h,v,p: 47% 22% 20% 11% [libx264 @ 0x165ae80] Weighted P-Frames: Y:0.0% UV:0.0% [libx264 @ 0x165ae80] ref P L0: 96.4% 3.6% [libx264 @ 0x165ae80] kb/s:474.19 Received signal 2: terminating. Any ideas on how I can resolve this? The video delay is perfectly acceptable, so I wouldn't think that it's a network issue that's causing the delay in the audio. Any help would be appreciated.

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  • Our Flash Streaming Player Occasionally Stutters like a Skipping CD after a Period of Time

    - by Jonathan Fritz
    We offer a streaming player for a number of our clients, who are responsible for their providing us with their own audio streams. We have written a very simple flash player that can play all of the streams that we support (icecast/shoutcast/live365/mp3 over http/etc). Unfortunately, we have found that when listening, our player sometimes begins to stutter (like a skipping cd), sometimes after only 10 minutes, and sometimes after an hour of listening. We have noticed this behaviour in firefox on both linux and windows. Does anybody know anything about this problem? We know that flash isn't ideal for infinite streams of audio, but it's about all that we can find that's on every platform out there. If anybody can suggest a solution to our problem, I'll be your friend forever. Here is a link to the live player: http://cr-jf.jfritz.02.dev.wecreate.com/streaming/player_v5/ Note that you'll need to test in a browser that isn't IE, because we use WMP in IE, and that the JavaScript on the page will cause the player to unload and re-load once an hour because of memory issues. Because I can only put one hyperlink in a post, I'll add a link to the player source code as a comment. Thanks all!

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  • PHP Video Editing and Streaming

    - by Gaurav Padia
    Hi, I am developing online video streaming website on PHP. I need two functionalities: Need to add title/text at bottom of the video dynamically. Need to add background music to video dynamically. Is it possible with PHP or any available open source library? Can anyone guide me or provide links to this type of library ? Thanks.

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  • How to Use Steam In-Home Streaming

    - by Chris Hoffman
    Steam’s In-Home Streaming is now available to everyone, allowing you to stream PC games from one PC to another PC on the same local network. Use your gaming PC to power your laptops and home theater system. This feature doesn’t allow you to stream games over the Internet, only the same local network. Even if you tricked Steam, you probably wouldn’t get good streaming performance over the Internet. Why Stream? When you use Steam In-Home streaming, one PC sends its video and audio to another PC. The other PC views the video and audio like it’s watching a movie, sending back mouse, keyboard, and controller input to the other PC. This allows you to have a fast gaming PC power your gaming experience on slower PCs. For example, you could play graphically demanding games on a laptop in another room of your house, even if that laptop has slower integrated graphics. You could connect a slower PC to your television and use your gaming PC without hauling it into a different room in your house. Streaming also enables cross-platform compatibility. You could have a Windows gaming PC and stream games to a Mac or Linux system. This will be Valve’s official solution for compatibility with old Windows-only games on the Linux (Steam OS) Steam Machines arriving later this year. NVIDIA offers their own game streaming solution, but it requires certain NVIDIA graphics hardware and can only stream to an NVIDIA Shield device. How to Get Started In-Home Streaming is simple to use and doesn’t require any complex configuration — or any configuration, really. First, log into the Steam program on a Windows PC. This should ideally be a powerful gaming PC with a powerful CPU and fast graphics hardware. Install the games you want to stream if you haven’t already — you’ll be streaming from your PC, not from Valve’s servers. (Valve will eventually allow you to stream games from Mac OS X, Linux, and Steam OS systems, but that feature isn’t yet available. You can still stream games to these other operating systems.) Next, log into Steam on another computer on the same network with the same Steam username. Both computers have to be on the same subnet of the same local network. You’ll see the games installed on your other PC in the Steam client’s library. Click the Stream button to start streaming a game from your other PC. The game will launch on your host PC, and it will send its audio and video to the PC in front of you. Your input on the client will be sent back to the server. Be sure to update Steam on both computers if you don’t see this feature. Use the Steam > Check for Updates option within Steam and install the latest update. Updating to the latest graphics drivers for your computer’s hardware is always a good idea, too. Improving Performance Here’s what Valve recommends for good streaming performance: Host PC: A quad-core CPU for the computer running the game, minimum. The computer needs enough processor power to run the game, compress the video and audio, and send it over the network with low latency. Streaming Client: A GPU that supports hardware-accelerated H.264 decoding on the client PC. This hardware is included on all recent laptops and PCs. Ifyou have an older PC or netbook, it may not be able to decode the video stream quickly enough. Network Hardware: A wired network connection is ideal. You may have success with wireless N or AC networks with good signals, but this isn’t guaranteed. Game Settings: While streaming a game, visit the game’s setting screen and lower the resolution or turn off VSync to speed things up. In-Home Steaming Settings: On the host PC, click Steam > Settings and select In-Home Streaming to view the In-Home Streaming settings. You can modify your streaming settings to improve performance and reduce latency. Feel free to experiment with the options here and see how they affect performance — they should be self-explanatory. Check Valve’s In-Home Streaming documentation for troubleshooting information. You can also try streaming non-Steam games. Click Games > Add a Non-Steam Game to My Library on your host PC and add a PC game you have installed elsewhere on your system. You can then try streaming it from your client PC. Valve says this “may work but is not officially supported.” Image Credit: Robert Couse-Baker on Flickr, Milestoned on Flickr

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  • choppy streaming audio

    - by user88503
    I could use some help troubleshooting choppy streaming audio. The problem is jerky playback regardless of audio or video with audio. Both Chromium and Firefox have the problem, however files played directly on the machine with Rhythmbox sound just fine. I'm running 12.04 LTS on a C2D T9300. Most of the audio problems others ask about seem to be hardware related, so the following information might be relevant. sudo lshw -c multimedia *-multimedia description: Audio device product: 82801H (ICH8 Family) HD Audio Controller vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 03 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=snd_hda_intel latency=0 resources: irq:48 memory:f8400000-f8403fff

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  • Ubuntu one, music streaming

    - by iknowshall
    I'm running Ubuntu 11.10, and just signed up for Ubuntu One and Ubuntu One Music. Generally file sync is working fine, but music has been a complete failure so far. Here's what I'm looking at: After 24 hours, not a single mp3 or ogg file from my laptop has sync'd to the Cloud Music folder. I have 4 gigs of data used, which is definitely not enough to include music files. That's about the right amount for my docs and photos. With music, it should be more like 13 gigs. No music shows up on the Ubuntu One Music app on my phone, nor on the web view of my Ubuntu One Cloud folder I followed all the online instructions I could find. Basically, on my laptop, right click on the Music folder and select "Ubuntu One Synchronize this folder" The Music folder now has a green check mark on it indicating its sync'd The Ubuntu One app on my laptop says "File Sync is up to date" I did provide credit card information, and on the Ubuntu One website "Music Streaming" is listed as one of my services. So what am I doing wrong? Just read this post as I'm experiencing the same problem, the answer for this post says that due to the large number of files trying to be uploaded, that it could take up to a week. However I am, as above also being told that "File sync is up to date" Can somebody confirm that this is a bug and that I just need to wait for File sync to actually be up to date? Cheers

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  • Apache DVB http video Streaming bandwidth or priority problem

    - by igino manfre'
    I'm streaming few precompressed DVB videos from cloud. The streams are generated from VLC on "impossible" ports (such as 64085, 64086 etc) reverse proxed by Apache on port 80 and 8080. All the generated streams are listed in "http://95.110.164.61/indexv.html". From an ADSL connection with enough downlink bandwidth, recalling the stream generated by VLC (such as "http://95.110.164.61:64087/mpg2_6.4") it flows fluently. Recalling the same stream proxed by Apache ("http://95.110.164.61/mpg2_6.4") the stream stops and goes. The only situation in which the Apache proxed streams flow regularly is from a site connected through 64 Mbps warranted bandwith with RTT to the server less than 10 mseconds. Please note that streams below 2 Mbps are fluently proxed. The system is a single core xeon with windows 2008 R2 on 4 GB of RAM with 1 Gbps of network bandwidth. The drain of computational and bandwidth resources is negligeable, the RAM usage always lower than 50%. On the system I run many VLC streamers. Any of them drains a variable amount of RAM (from about 25 to 70 MB). On the contrary the couple of httpd.exe processes drain no more than 7 MB. Using Wireshark (on the server) I see that VLC directy send to the client much more packets than Apache, and the stream is framgmented on many frames. I'm not a programmer, a newby of Apache. Can anyone please address me to a specific portion of the Apache's huge documentation? Thank you. igino

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  • Audio/video streaming on Windows platform

    - by bushtucker
    I'm building an interactive language learning application to be used in a classroom environment. The idea is that a teacher should be able to talk to the students (=audio stream to all students), let students talk to each other (= audio P2P) in groups of two or more, let students watch a video coming from a the DVD player or coming from a media server. It should be possible to save the audio/video streams. The teacher should also be able to monitor, take-over or block the desktop of the students. The platform is Windows and it's a desktop application, no web application. The audio delay should be as minimal as poosible. Optionally a student sitting at home should be supported, but it's not a high priority. I am now finished with the classroom control part of the application (login, monitor, block, ...) and want to start the audio and video part. I've been evaluating several options like DirectX, GStreamer and SIP but now I have to make a decision. DirectX seems an obvious choice for the Windows platform, but it only lets me capture and playback audio and video. The encoding/decoding/network part I should do myself. GStreamer contains all kinds of options to capture/encode/stream/save audio and video streams. I've experimented a bit with it (ossbuild) and it does seem to involve a lot of trial and error to make something work: - microphone capture (via directsoundsrc) produces cracking noises on some computers - rtpL16 payloader didn't work well - streaming raw audio over the network only working at a sampling rate of 8000, no higher - there are a lot of errors when receiving mpeg4 video (bad I-frame), on some computers worse than others It is my impression that gstreamer is primary targetted at linux platforms. Development and support for the Windows platform seems to be a little behind. Nevertheless it's a powerful framework that could save me months and years of work. SIP seems to be able to do everything I want, but it is targeted towards telephony and IM. I don't know how flexible SIP is. It seems to me that the SIP layer would just be overhead as I already have a central (teacher) application that can control and setup all the streams. The interesting parts of frameworks like opalvoip and freeswitch are the actual audio/video capture, the encoding and transmission. Does anyone know how these interesting parts relate a framework like gstreamer? Are they easy to integrate into a custom application? Are they flexible enough? Does anyone have experience with all or one of these technologies? Maybe there are even other options I can look at? Many thanks for your advice

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  • Secure Streaming CDN Video Content

    - by Donalds
    Hi, I am using Amazon CloudFront to stream paid video content to my users and I am having problems getting the videos secured. Wowza does that by creating a secure token, but the use of wowza would be much more costly. Is there anyway that I can better protect my content by using Cloudfront or other CDN? Thanks!

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  • Android 3.2 HTTP streaming

    - by user1281053
    I'm trying to create an app to stream live TV. Currently the problem I'm facing is that after say 10 minutes of playing, the video will freeze but the audio will carry on. This is on a 1.3mbps stream. I also have lower streams, such as a 384kbps stream, that might last an hour or so, but will still do the same. I've tested this with a local video, that is high quality (file size is 2.3gb) and that has no lag and doesn't freeze at all, so it must be something to do with the way HLS is streamed to android. Does anyone have any idea on how to solve this problem? Thanks

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  • Webhosting for a TV channel with streaming video

    - by Murtez
    Hi guys, I'm making a website for a web based TV channel, so I'm assuming it will be heavy on bandwidth usage, but I'm no good at calculating bandwidth. Couple of questions: Assuming the site streams HD video 24 / 7 to 1000 people, how much bandwidth is that? Where should something like this be hosted? The channel will have a fiber internet optic connection, but I don't know the limit on their bandwidth, would it be better to get their own server or host online? In either case in question 2, any recommendations? I'm usually a regular web designer for minor businesses, so this is a new level. Your help is appreciated.

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  • Flash video streaming choppy for Chrome, alright for Firefox

    - by Ben
    I'm using Ubuntu 12.04.1, Chrome 21 and Firefox 15. Flash player 11.2 has been installed, and I've just started using Ubuntu... yesterday. And I'm using a Lenovo T61. The problem is that it doesn't matter if it's youtube or vimeo or some other flash player, it streams fine on chrome but every 30 seconds or so, there is a pause in video playback (with audio continuing) before it catches up, skipping quite a few seconds of video. It works perfectly fine in Firefox, and I've tried disabling PepperFlash/libpepflashplayer.so in Chrome but it doesn't seem to affect the performance. Anyone know how to work around this? It's more a problem of convenience because I don't like the idea of having to switch between Chrome and Firefox just to watch videos.

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  • Internet TV streaming applications

    - by mark kirby
    Are there any programs for Ubuntu that can pull TV streams from the Internet ? For example like on a blu-ray player you get BBC iplayer and hulu and youtube as apps, so is there an application that can do this ? I know XMBC can but its to fiddly and resource hungry, I just want the net TV apps and not the full media center. Boxee was great for this, it was a media center but had an interface for the apps not just sticking them in some strange menu like XBMC. Please let me know of anything you know of

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  • Streaming video

    - by Bakhtiyor
    Dear all. During more than 2months I have a problem watching streaming video in my laptop only from my user account. If I log in with another user account I can easily watch streaming video without any problems, but with mine no streaming video :( I have windows 7 OS. What can cause this problem? Thank you all.

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  • How to find a hidden streaming video/audio link and record it

    - by Stan
    I've been using 'URL snooper' to find the hidden streaming url. And feed that url to VLC to record streaming video/audio. But the VLC can't read those url. Then I also found that the url is like a floating url that changes every several hours. So the same audio station won't have same url. The streaming audio provider has bunches of audio stations and shuffle the link frequently. Is there any way to record the streaming media in this case? Please advise, thanks.

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  • Best Way to Load Streaming Media Content in Intranet

    - by Magic
    Hello, What would be the best way to deal with large streaming media content in Intranet. We have a 50 MB file that is to be loaded to our Intranet site. Currently we have just pointed it to a file location instead of using a Data Streaming Server. This will download to each client when selected and is obviously not a good approach to accessing streaming media when accessing from overseas offices. Any suggestions? Cheers, Magic

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  • Darwin Streaming Server

    - by Asmv9
    Hello, I am using Darwin Streaming server and i would like to know if i can do this: While the server is streaming one video file,at some point switch to another video file and start the streaming of this new file from the point the first file has stopped?and can i do this in one rtsp request? Thank u in advance, Any suggestions will be helpful.

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  • How to make a streaming server to stream media from computer to mobile phone in wifi?

    - by zkz
    Usually we have many HD movies in our computer, but we want to see them by our mobile phone. This requirement produces some questions: 1?the HD videos are too big to transfer to phone timely and it it hard to play on phone smoothly, so we have to transform the videos smaller and fit the screen of phone. 2?the coded format of the videos are varied, but limited types are supported by mobile phone, so we should transform the coded format to those supported by mobile phone. I've leaned the streaming media fit this problem, what I want is: 1?are there any good opensource projects fit this(ffmpeg?live555? darwin?)? 2?are they quick enough to transform coded format and transfer to mobile phone to play with no delay? Thank u very much!

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  • Least CPU intensive way of streaming your screen on windows?

    - by sinni800
    Hello, sometimes I like capturing my screen for others to see. Only thing: I am playing games while I do it. I have tried a few streaming solutions where Windows Media Encoder coupled with my own Windows server appealed to me most, because I can change resolutions, etc. I also tried ustream coupled with the Flash applet and the Adobe Flash Encoder recording a Camtasia source. Camtasia has the disadvantage though that it shows the green-and-black-alternating borders and can not be targeted fullscreen. I like how xfire does it. But it doesn't work with every game, many are simply not supported. A few thoughts about this: Is there a program which captures like Fraps or XFire (based on Direct3D and OpenGL outputs) and exposes the output to a DirectShow source filter? Which brings me to: Is there hardware accelerated capturing directly from the graphics card? Maybe including direct encoding with help from OpenCL? Modern graphic cards decode BluRay content directly for example. I should have a modern enough graphics processor for this to be possible (see below). If using Windows Media Encoder: Which are the least CPU intensive settings? Which codec? Is there a newer codec than Windows Media 9? Is it less CPU intensive? I only have 7, 8 and 9 inside the Encoder Could the performance be massively increased by having a Quad-Core CPU (see below)? Bandwidth is no problem up to 1000 to 1500 kbit/s (I have 2048). My Computer specs: Intel Core 2 Duo E8400 4 GB DDR2-800 Ram Ati Radeon HD5770 Using Windows 7 Professional

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  • If Nvidia Shield can stream a game via WiFi (~150-300Mbps), where is the 1-10Gbps wired streaming?

    - by Enigma
    Facts: It is surprising and uncharacteristic that a wireless game streaming solution is the *first to hit the market when a 1000mbps+ Ethernet connection would accomplish the same feat with roughly 6x the available bandwidth. 150-300mbps WiFi is in no way superior to a 1000mbps+ LAN connection aside from well wireless mobility. Throughout time, (since the internet was created) wired services have **always come first yet in this particular case, the opposite seems to be true. We had wired internet first, wired audio streaming, and wired video streaming all before their wireless counterparts. Why? Largely because the wireless bandwidth was and is inferior. Even today despite being significantly better and capable of a lot more, it is still inferior to a wired connection. Situation: Chief among these is that NVIDIA’s Shield handheld game console will be getting a microconsole-like mode, dubbed “Shield Console Mode”, that will allow the handheld to be converted into a more traditional TV-connected console. In console mode Shield can be controlled with a Bluetooth controller, and in accordance with the higher resolution of TVs will accept 1080p game streaming from a suitably equipped PC, versus 720p in handheld mode. With that said 1080p streaming will require additional bandwidth, and while 720p can be done over WiFi NVIDIA will be requiring a hardline GigE connection for 1080p streaming (note that Shield doesn’t have Ethernet, so this is presumably being done over USB). Streaming aside, in console mode Shield will also support its traditional local gaming/application functionality. - http://www.anandtech.com/show/7435/nvidia-consolidates-game-streaming-tech-under-gamestream-brand-announces-shield-console-mode ^ This is not acceptable to me for a number of reasons not to mention the ridiculousness of having a little screen+controller unit sitting there while using a secondary controller and screen instead. That kind of redundant absurdity exemplifies how wrong of a solution that is. They need a second product for this solution without the screen or controller for it to make sense... at which point your just buying a little computer that does what most other larger computers do better. While this secondary project will provide a wired connection, it still shouldn't be necessary to purchase a Shield to have this benefit. Not only this but Intel's WiDi claims game streaming support as well - wirelessly. Where is the wired streaming? All that is required, by my understanding, is the ability to decode H.264 video compression and transmit control/feedback so by any logical comparison, one (Nvidia especially) should have no difficulty in creating an application for PC's (win32/64 environment) that does the exact same thing their android app does. I have 2 video cards capable of streaming (encoding) H.264 so by right they must be capable of decoding it I would think. I should be able to stream to my second desktop or my laptop both of which by hardware comparison are superior to the Shield. I haven't found anything stating plans to allow non-shield owners to do this. Can a third party create this software or does it hinge on some limitation that only Nvidia can overcome? Reiteration of questions: Is there a technical reason (non marketing) for why Nvidia opted to bottleneck the streaming service with a wireless connection limiting the resolution to 720p and introducing intermittent video choppiness when on a wired connection one could achieve, presumably, 1080p with significantly less or zero choppiness? Is there anything limiting developers from creating a PC/Desktop application emulating the same H.264 decoding functionality that circumvents the need to get an Nvidia Shield altogether? (It is not a matter of being too cheap to support Nvidia - I have many Nvidia cards that aren't being used. One should not have to purchase specialty hardware when = hardware already exists) Same questions go for Intel Widi also. I am just utterly perplexed that there are wireless live streaming solution and yet no wired. How on earth can wireless be the goto transmission medium? Is there another solution that takes advantage of H.264 video compression allowing live streaming over a wired connection? (*) - Perhaps this isn't the first but afaik it is the first complete package. (**) - I cant back that up with hard evidence/links but someone probably could. Edit: Maybe this will be the solution I am looking for but I still find it hard to believe that they would be the first and after wireless solutions already exist. In-home Streaming You can play all your Windows and Mac games on your SteamOS machine, too. Just turn on your existing computer and run Steam as you always have - then your SteamOS machine can stream those games over your home network straight to your TV! - http://store.steampowered.com/livingroom/SteamOS/

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  • UDP multicast streaming of media content over WIFI

    - by sajad
    I am using vlc to stream media content over wireless network in scenario like this (from content streamer to stream receiver client): The bandwidth of wireless network is 54 Mb/s and UDP stream's required bandwidth is only 4 Mb/s; however there is trouble in receiving media stream and quality of playing specifically in multicast mode; means I can play the stream but it has jitter and does not play smoothly. In uni-cast I can stream up to 5 media streams correctly, but in multicast mode there is problem with streaming just one media! However when I stream from client some multicast streams; the wifi access-point can receive data correctly and I can see the video in "udp streamer" side correctly even when number of multicast streams increases to 9; But as you see I want to stream from streaming server and receive media in client size. Is this a typical problem of streaming real-time contents over wireless networks? Is it necessary to change configurations of my WIFI switch or it is just a software trouble? thank you

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