From 27a6edda343a4e4ed9b966cb8ff168a58545395a Mon Sep 17 00:00:00 2001 From: Sun Shin Date: Fri, 14 Jul 2023 22:54:15 -0700 Subject: [PATCH 1/2] Section 3.2.1: Clarify Game streaming requirements Partial fixes for #103 --- index.html | 52 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 51 insertions(+), 1 deletion(-) diff --git a/index.html b/index.html index 3dc2f0b..a29e787 100644 --- a/index.html +++ b/index.html @@ -298,6 +298,31 @@

Game streaming

delay. This requirement is addressed by jitterBufferTarget, defined in [[?WebRTC-Extensions]] Section 6. + + N48 + The application must be able to control video decoding to continue even + after a frame-loss without waiting for a key frame. This helps the application recover + faster from lossy network conditions. + + + N49 + The application must be able to generate signals that indicate to the encoder + the loss of encoder-decoder synchronicity (DPB buffers) and the sequence + of frame loss using the platform-agnostic protocols. This helps the application recover + faster from lossy network conditions. + + + N50 + The application must be able to configure RTCP feedback transmission + interval (e.g., Transport-wide RTCP Feedback Message). This helps the application adapt + the video quality to the varying network and maintain consistent latency. + + + N51 + The user agent needs to provide the jitter buffer to account for jitter + in the pipeline up to the frame render stage. This helps the application adapt + the video quality to the varying network and maintain consistent latency. +

Experience: Microsoft's Xbox Cloud Gaming and NVIDIA's GeForce NOW are examples of this use case, with media @@ -1065,9 +1090,34 @@

Requirements Summary

The WebRTC connection can generate signals indicating demands for keyframes, and surface those to the application. + + N48 + The application must be able to control video decoding to continue even + after a frame-loss without waiting for a key frame. This helps the application recover + faster from lossy network conditions. + + + N49 + The application must be able to generate signals that indicate to the encoder + the loss of encoder-decoder synchronicity (DPB buffers) and the sequence + of frame loss using the platform-agnostic protocols. This helps the application recover + faster from lossy network conditions. + + + N50 + The application must be able to configure RTCP feedback transmission + interval (e.g., Transport-wide RTCP Feedback Message). This helps the application adapt + the video quality to the varying network and maintain consistent latency. + + + N51 + The user agent needs to provide the jitter buffer to account for jitter + in the pipeline up to the frame render stage. This helps the application adapt + the video quality to the varying network and maintain consistent latency. + -

Requirements N40-N47 have unresolved comments from a Call for Consensus (CfC).

+

Requirements N40-N51 have unresolved comments from a Call for Consensus (CfC).

From 43b78edda46bbef56cdfc6cf6167bb72f842d976 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20H=C3=A5kansson?= Date: Tue, 21 Nov 2023 10:01:02 +0100 Subject: [PATCH 2/2] An attempt to further clarify gaming requirements. --- index.html | 28 +++++++++------------------- 1 file changed, 9 insertions(+), 19 deletions(-) diff --git a/index.html b/index.html index a29e787..6b1a240 100644 --- a/index.html +++ b/index.html @@ -295,7 +295,8 @@

Game streaming

N38 The application must be able to control the jitter buffer and rendering - delay. This requirement is addressed by jitterBufferTarget, defined in + delay as well as rendering delay variation speed. NOTE: The "control the jitter + buffer" part of this requirement is addressed by jitterBufferTarget, defined in [[?WebRTC-Extensions]] Section 6. @@ -303,7 +304,7 @@

Game streaming

The application must be able to control video decoding to continue even after a frame-loss without waiting for a key frame. This helps the application recover faster from lossy network conditions. - + N49 The application must be able to generate signals that indicate to the encoder @@ -316,13 +317,7 @@

Game streaming

The application must be able to configure RTCP feedback transmission interval (e.g., Transport-wide RTCP Feedback Message). This helps the application adapt the video quality to the varying network and maintain consistent latency. - - - N51 - The user agent needs to provide the jitter buffer to account for jitter - in the pipeline up to the frame render stage. This helps the application adapt - the video quality to the varying network and maintain consistent latency. - +

Experience: Microsoft's Xbox Cloud Gaming and NVIDIA's GeForce NOW are examples of this use case, with media @@ -1035,9 +1030,10 @@

Requirements Summary

N38 The application must be able to control the jitter buffer and rendering - delay. This requirement is addressed by jitterBufferTarget, defined in - [[?WebRTC-Extensions]] Section 6. - + delay as well as rendering delay variation speed. NOTE: The "control the jitter + buffer" part of this requirement is addressed by jitterBufferTarget, defined in + [[?WebRTC-Extensions]] Section 6. + N39 A user-agent must be able to forward media received from a peer @@ -1109,15 +1105,9 @@

Requirements Summary

interval (e.g., Transport-wide RTCP Feedback Message). This helps the application adapt the video quality to the varying network and maintain consistent latency. - - N51 - The user agent needs to provide the jitter buffer to account for jitter - in the pipeline up to the frame render stage. This helps the application adapt - the video quality to the varying network and maintain consistent latency. - -

Requirements N40-N51 have unresolved comments from a Call for Consensus (CfC).

+

Requirements N40-N50 have unresolved comments from a Call for Consensus (CfC).