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 Post subject: QoS calculation
 Post Posted: Sun Jun 15, 2014 11:20 pm 
 

Joined: Wed Oct 02, 2013 9:56 pm
Posts: 29
How to calculate the QoS like latency, throughput, packetloss and jitter when the server runs and the client connecting to server and stream the game?


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 Post subject: Re: QoS calculation
 Post Posted: Sun Jun 22, 2014 6:39 pm 
 

Joined: Tue Jun 04, 2013 2:07 pm
Posts: 301
We don't measure these numbers inside GA. Instead, you can capture the packets at both the server side and client side and then do the comparison to get the numbers you want.


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 Post subject: Re: QoS calculation
 Post Posted: Sun Jun 29, 2014 2:18 pm 
 

Joined: Wed Oct 02, 2013 9:56 pm
Posts: 29
why the delay on audio quite exposed rather than video delay? 0.3-0.8 secs while the video delay only 0.1-0.2 secs? so when the game played, the audio seems no sync with the video


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 Post subject: Re: QoS calculation
 Post Posted: Sun Jun 29, 2014 2:21 pm 
 

Joined: Tue Jun 04, 2013 2:07 pm
Posts: 301
This is because audio capture and audio encoding are both slower than video capture and video encoding. This is a tradeoff between latency and synchronization. Currently we choose not to buffer at the client side, so sometimes you can feel the latency of audio -- but this should be able to solved by working with hook-based audio capture and faster audio codec.

Alternatively, you can implement a buffering mechanism at the client to synchronize audio and the video. However, this would incur more latencies.


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 Post subject: Re: QoS calculation
 Post Posted: Sat Aug 02, 2014 7:30 pm 
 

Joined: Wed Oct 02, 2013 9:56 pm
Posts: 29
on wihich part were audio and video buffer written on the source code?
what does RTCP function in GA?


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 Post subject: Re: QoS calculation
 Post Posted: Fri Aug 15, 2014 10:32 am 
 

Joined: Tue Jun 04, 2013 2:07 pm
Posts: 301
I am not quite understand your first question. Audio and video data are captured in their corresponding module implementation.

For RTCP, old GA version does not work with RTCP -- We simply drop RTCP packets. But our latest codes on git, which have migrated from a ffmpeg-based server to live555-based server, have retrieved the RTCP messages on both the client and the server.

We working on another paper to do adaptive video coding with inputs from RTCP reports.


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 Post subject: Re: QoS calculation
 Post Posted: Sat Aug 16, 2014 9:28 am 
 

Joined: Wed Oct 02, 2013 9:56 pm
Posts: 29
I mean, where is the audio and video buffer source code written on the GA?

Does the package gaminganywhere ver. 0.7.5 could receive the RTCP message?


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 Post subject: Re: QoS calculation
 Post Posted: Wed Aug 20, 2014 11:51 am 
 

Joined: Tue Jun 04, 2013 2:07 pm
Posts: 301
You may check core/asource.{cpp,h} and core/pipeline.{cpp,h}. The former is for audio and the latter is for video.

No, 0.7.5 does not work with RTCP.


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