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Section 3.2: Clarify Cloud Gaming Requirements #114
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@aboba could you please give me an edit permission on working group meeting slides https://docs.google.com/presentation/d/1lti3-GFsJ1iU2pXFjfSzeK8xyKj6Ohng9D6HndPNPLc/edit#slide=id.p? |
There is an existing issue relating to Section 3.2: #103 How does this issue differ from that one? Do you have a PR you'd like to present? |
Hi @aboba, |
@aboba thank you for allowing me to comment. Could I invite Alfred in Nvidia to the monthly call? We are in the process of registering him as a webrtc working group member as well. |
All participants in the WebRTC WG are allowed to contribute. We'll set some time aside at the July interim to continue use cases discussions. |
@aboba Thank you for the information. |
@aboba @steely-glint I just missed my chance to ask a question because of discussion time limit. |
Here is a summary of the state of the Game Streaming use case, which was discussed in WEBRTCWG-2023-05-16 (Page 14) As noted in the slides there were questions about requirements N37 and N38. Requirement N37 (codec performance and copies) seems to be mixing two very distinct problems. In both WEBRTC WG and MEDIA WG we have discussed issues relating to hardware acceleration (error handling in particular). But the requirement is not specific about what is needed, such as the ability to surface the cause of hardware-related errors (e.g. error in the data provided to the hw decoder, versus resource exhaustion). As discussed at the June interim today, Videoframe copying issues (such as color correction or conversion to WebGPU external textures) are important but are being worked on by MEDIA WG and WebGPU WG, so they aren't owned by the WebRTC WG. So there is a question about whether this is a requirement for this WG and if so, whether we can be more specific (e.g. issues with VideoFrame ownership in transferrable streams). Requirement N38 has a related proposal (jitterBufferTarget). But it isn't clear whether this meets the requirement or whether more is needed. Finally, some game streaming is done via RTCDataChannel and the MSE API. In the past, neither API supported operation in workers and this was an issue; also MSE has had problems with power consumption on mobile devices. Safari Preview implements both RTCDataChannel in workers as well as Managed Media Source API in workers (which addresses MSE power consumption). But it is not clear that they work well together, and if not, what would be needed to fix that. Also an issue was opened about the Game Pad API (#94) but I closed it because it wasn't clear that a fix was in scope of this WG. Related: #103 |
@xingri To answer your question, one step might be for us to discuss requirements N37 and N38, as well as any other issues you have encountered in implementing this use case. We could then present a PR for the July meeting. |
@aboba Sounds great, thank you for the feedback. |
I am going to close this issue since it appears to be a duplicate of #103 |
Clarifying Cloud Gaming Requirements
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