Live Video Stream
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Hello everyone,
I want to make a live video stream (projected on a texture) through the Photon Network. To do that, I created a function that calls
The problem is that I can't call my function too often (at most each 0.5s so we are far away from the 30 or 60fps) otherwise my clients are disconnected (likely because of the number of messages incoming: with my current configuration, I only get
- Am I doing it right or is there another solution that is more efficient ?
- If not, what about a lossless compression ?
Thanks
I want to make a live video stream (projected on a texture) through the Photon Network. To do that, I created a function that calls
GetPixels32
on my WebCamTexture
(160x120 to limit the data size) which sends me an pixel array. I serialize it and send it with an RPC.The problem is that I can't call my function too often (at most each 0.5s so we are far away from the 30 or 60fps) otherwise my clients are disconnected (likely because of the number of messages incoming: with my current configuration, I only get
QueueIncomingReliableWarning: this client buffers many incoming messages. This is OK temporarily, etc
LogMessages).- Am I doing it right or is there another solution that is more efficient ?
- If not, what about a lossless compression ?
Thanks
0
Comments
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I tested with a LZF compression, it's better but not enough.
Any suggestion ?
Thanks0 -
Hi,
Doing video streaming is very hard, I am not aware of any built in way for Photon. I would recommend studying this solution ( never worked with it myself, but the only solution I know for Unity)
https://www.assetstore.unity3d.com/en/#!/content/7447
it comes at a price, but maybe this is because indeed, it solves major headaches Maybe the compression system is open source and you could try to feed the compression inside the photon streaming system.
Bye,
jean
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Hi @jeanfabre
Thank you for the reply
Indeed it comes at a price ;-)
About the compression, I see that we used the same compression algorithm so I don't think I'll gain more there.
I am going to test with a self-hosted server, what do you think ?
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Hi,
What do you think you'll gain by using a self hosted server?
Bye,
Jean0 -
Server settings can be set like the message max size or the queue size for example.
I tested with a local server and I'm at 20 fps against 20 -
Hi,
I see. But then, the cost of hosting could be an issue down the road.
Bye,
Jean0 -
Sure, I'm working on that.
Thank you for having taken your time0 -
Hi,
No problem, I am interested in this topic actually
Bye,
Jean0 -
Hello man,
can you tell me how you sent the colors through the network??
best regards0