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Ultra-Low Latency
Streaming for OTTtv
CONFIDENTIAL© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
Content DeliveryWorld Summit
WOWZA MAKES VIDEO UBIQUITOUS
© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
20,000+ CUSTOMERS IN 170+ COUNTRIES FROM THE WORLD’S MOST
SOPHISTICATED MEDIA, TELCO, AND TECH COMPANIES TO SMALL BUSINESSES & DEVELOPERS
SERVICE PROVIDERS
ENTERPRISE &
GOVERNMENT
EDUCATION
Video comprised 64% of
global internet traffic in 2014
and will reach 80% by 2019
94% of young executives say
video breaks down language
barriers in the global market
Viewers of sports on
mobile devices` doubled
from 2011 to 2015
66% of university
respondents said streaming
is a top strategic initiative
~40% OF CDNS
WORLDWIDE RUN
WOWZA
70+ PERCENT OF
GARTNER’S ENTERPRISE
VIDEO QUADRANT
RUNS WOWZA
EVERY MINOR LEAGUE
BASEBALL GAME RUNS
ON WOWZA
85% OF THE TOP 25 U.S.
UNIVERSITIES, WITH 100%
OF IVY LEAGUE RUN
WOWZA
EVERYONE
Houses of
Worship
Transportation
Public Safety
Public Transit
Medical
Security
Armed Services
20,000 customers across all
industries build on Wowza for
video & audio
SPORTS
Powering Leading-Edge Broadcasting
© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
© 2016 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
THE SOFTWARE BEHIND THE STREAMING REVOLUTION
• END-TO-END VIDEO & AUDIO WORKFLOW
• DEEP DEVELOPER INTEGRATION VIA API, IDE, SDK
• ENORMOUS GLOBAL CUSTOMER BASE
• STRATEGIC TO ALL CLOUD PLATFORMS
450 Million
Live Viewing Hours per Month
20,000
Paying Customers
43 Million
Live Broadcasts per Year
(not including social media)
OVER 25%
OF WORLDWIDE LIVE STREAMING
WOWZA POWERS
345,000
Hours of Live
Transcoding per Day
WHAT IS LATENCY?
Latency is a time interval between the stimulation and response, or, from a
more general point of view, a time delay between the cause and the effect of
some physical change in the system being observed.
In terms of streaming, latency is the delay between the initial capture of the
video and the viewer.
TERMS
• Time to first frame - Time delay from when a person clicks the play button
and when video appears
• Broadcast Delay – The practice of intentionally delaying the broadcast of live
material to prevent profanity, bloopers, or violence
• Quality - Higher quality = higher resolution = more data to send
• Scale - How many inputs/participants, how far, how many viewers
• Bandwidth - How much traffic can the infrastructure ideally handle
• Throughput - How much traffic is the infrastructure really delivering
• Bitrate - How many bits of data are being processed over time
LATENCY ADDS UP
© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
The video streaming industry solved for scale, but sacrificed latency. Now we need the best of both worlds.
Success Depends on a Usable Experience
© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
An interactive and social gaming audience
Synchronized streams for a “live” experience
Betting with near-real time information
Requires	imperceptible	delay	
where	up	to	the	second	
information	means	winning	
or	losing.
Requires	the	coordination	
between	two	delivery	
systems	so	the	audience	
experience	is	seamless.
Requires	near-real	time	
viewing	so	an	audience	can	
actively	participate	or	interact	
with	the	gaming	experience.
STREAMING LATENCY
© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
WHY IS LATENCY A PROBLEM?
• Latency is not usually a problem – but people think it is.
• For many (or possibly most) live streams, latency does not matter.
• HTTP streaming intentionally introduces latency for improved reliability.
For some live streams, latency is critical.
Ultra-Low Latency Demo
WHAT FACTORS IMPACT LATENCY?
1. Quality
• Resolution
• Two-way
• Multi-thread
• Frame rate
• Smooth playback
• Chunk/Block Size
• Buffering
2. Scale
• Distance
• Participants
• Viewers
• Streams
• Complexity
• Variability
• Diverse endpoints
Low	
Latency
Large		
Scale
High	
Quality
As either (or both) increase latency increases
HOW QUALITY INJECTS LATENCY?
• Higher quality = higher resolution = more data to send.
• Resolution increases the amount of data in any frame, block, chunk or time
slice. If we hold infrastructure constant as resolution goes up the window and
latency to deliver a segment increases.
• Trade-offs: Some mitigation techniques:
Increasing Throughput
Increasing throughput with
more bandwidth(network)
and bitrate(compute) = More
infrastructure, more
overhead, more cost
Reducing Buffer
Reducing the buffer requirement will
reduce latency but it also makes
network fluctuations more visible to
the viewer – e.g. a 1ms buffer
ideally means content can be
viewed as little as 1ms after capture
but a 0.1-second network
interruption will result in 100 buffer
segments being un-recoverable in a
live stream.
Reducing Framerate
Reducing the (frame rate) number of
frames per second reduces the
smoothness of the viewing
experience – e.g. 15 fps is generally
a good viewing experience for low
movement broadcasts like
presentation screen capture/sharing
or many church services, it will
produce a choppy experience for
viewing sports
HOW SCALE INJECTS LATENCY?
• Scale increases distances, complexity and variability.
• As distance, the number of streams, and viewers increase, network
imperfections, variability, and degradation increase and can amplify latency.
• Trade-offs: Some mitigation techniques:
Increasing Throughput
Increasing throughput with
more bandwidth(network)
and bitrate(compute) = More
infrastructure, more
complexity, more overhead,
more cost
Increasing Buffer
Increasing buffer size adds ability
for both encoders, transcoders and
players to deal with variability
smoothly but increasing buffer
inherently increases latency. By
definition, buffer size is the
minimum amount of data for which a
process can be initiated. If more
data must be accumulated, then
processing will take longer.
TCP vs UDP
Because it is a lighter weight protocol
without error checking, monitoring,
order of messaging and headers
roughly 1/3 the size of TCP, UDP is
inherently faster but there is no
guarantee data is received.
WHERE STREAMING LATENCY HAS BEEN
Windows Media
• MMS, RTSP, HTTP (using UDP or TCP)
• Encoder, Server, and Player buffer size
management
• “Low delay” audio codecs
• Fast Start, Advanced Fast Start, Fast
Recovery, Fast Reconnect, FEC
• 2-3 seconds (on a good network)
Real Time Streaming Protocol (RTSP)
• Developed and by RealNetworks
• Relies on RTP and RTCP
• Frames can be sent one at a time
in real time
• Can leverage UDP
• Potential latency could be as low
as ~125 ms with minimal buffering
Real Time Messaging Protocol (RTMP)
• Developed & open sourced by Adobe
• 1-3 seconds and sub-1 second
HTTP
• Apple HLS
• 30+ seconds on iOS
• Using 10 second chunk sizes
• MPEG-DASH
• 10-20 seconds (variable)
WHERE LATENCY IS GOING
WebRTC
• Designed for real-time audio, video
and data delivery over less-reliable
connections
• Leverages TCP or UDP
• Multiple protocols related to
RTSP/RTP
• 1 second or less (as low as 200 ms)
WebSocket
• Designed to provide a standardized,
two-way, reliable communications
channel between a browser and a
server
• Works with TCP
• Can be used with other streaming
protocols including RTMP, WebRTC,
Haivision SRT, Wowza WOWZ and
Aspera FASP
• As low as 200 ms
WHERE LATENCY IS GOING
HTTP
• Below 4 seconds (using 1 second chunks) for DASH
• Optimizing DASH MPD attributes (availabilityStartTime and minBufferTime)
• Below 8 seconds (using 2 second chunks) for HLS (includes GOP
adjustments as well)
• CMAF + HTTP/1.1 (using HTTP Chunked Transfer Coding) enables video
transfer, decode, and display before the end of the chunk encoding
• Video encoding enhancements that do not impact decoding (H.264 GDR)
WHERE LATENCY IS GOING
Quick UDP Internet Connections (QUIC)
• Uses UDP (with TCP fallback)
• Focuses on security and reliability
• Tries to be like TCP while reducing
connect and round trip times, packet
loss, congestion control, and more
using intelligent retransmissions and
storage and delivery of information
• Built with HTTP/2 in mind
Secure Reliable Transport (SRT)
• A video transport protocol that
enables the delivery of high-
quality and secure, low-latency
video across the public Internet
• Designed to deliver the best
quality live video over the worst
networks
• Accounts for packet loss, jitter,
and fluctuating bandwidth while
maximizing quality
WHERE LATENCY IS GOING
Wowza Streaming Cloud Ultra Low Latency Service
• A cloud-based, highly scalable streaming service
• Using Wowza WOWZ + WebSocket in an origin-edge architecture
• Sub 2 seconds end-to-end (origin to player)
• Completely API-driven, no user-interface
Features include:
• Scaled Origin Network
• Scaled Edge network
• Playback components: SDK for browser and native apps on mobile
• Publishing and playback security
• Basic Analytics
• Recording
Mid tier EdgeOrigin
{ }Analytics
Live encoderIP camera
REST APIPull distribution Push distribution
Push distribution
WOWZA ULTRA LOW LATENCY SERVICE
REDUCING WORKFLOW COMPONENT LATENCY
Think about latency at every step
• Content creation (codec, bitrate, resolution)
• Streaming workflow and devices
• Buffer management (encoder, player)
• Network considerations
• How you optimize delivery (protocol, transport layer)
• How you reach your audience (size, location, and quality)
WebRTC and WebSocket can scale using traditional origin/mid-tier/edge
configurations (still requires “aware” clients)
CDNs are investigating options to enable low latency through their networks
• “Tuned” HTTP is a front runner
MEASURING LATENCY
• This is not easy (especially at scale)
• Latency is commonly measured in seconds (or milliseconds) though some
prefer frames
• A visual test is easy but requires accurate clocks (synchronized using
“reliable” NTP servers)
• For “traditional” streaming protocols, markers in the stream can be used
©	2017	Wowza	Media	Systems,	LLC.	All	rights	reserved.	Confidential	&	 Proprietary
Network	Characteristic	that	KILL	real	time	video
Ø Packet	loss	– packets	being	discarded	by	routers
Ø Jitter – packets	arriving	at	different	times	than	expected
Ø Delay – the	time	from	sender	to	receiver
Ø Bandwidth – the	fluctuating	capacity	between	points
Overcoming	Adverse	Network	Conditions
©	2017	Wowza	Media	Systems,	LLC.	All	rights	reserved.	Confidential	&	 Proprietary
SRT	Fundamentals	
Source Destination
SRT	Workflow
AWS
AWS
©	2017	Wowza	Media	Systems,	LLC.	All	rights	reserved.	Confidential	&	 Proprietary
SRT	Fundamentals	
bps
t
Constant	frame	rate
Encoder	Variable	Bitrate
Unreliable	“Dirty" Network
Packet	Loss,	Network	Jitter,
Variable	Delay,	Bandwidth	Fluctuation
t
Erratic bitrate	and frame	rate
Decoder’s	Worst	Nightmare!
SRT	Fundamentals
©	2017	Wowza	Media	Systems,	LLC.	All	rights	reserved.	Confidential	&	 Proprietary
bps
t
Constant	frame	rate
Encoder	Variable	Bitrate
t
Reconstructed	video	frame	rate
Much	Happier	Decoder	J
Sender
Buffer
Receiver
Buffer
Encapsulation	& Network	Time	Stamps
Feedback
SRT	Fundamentals	
SRT	Fundamentals
©	2017	Wowza	Media	Systems,	LLC.	All	rights	reserved.	Confidential	&	 Proprietary
bps
t
Constant	frame	rate
Encoder	Variable	Bitrate
t
Reconstructed	video	frame	rate
Much	Happier	Decoder	Jü Video
ü Audio
ü Metadata
ü Packet	acknowledgement	– error	recovery
ü Timing	– low	latency	streaming
ü Network	connection	characteristics
ü Bi-directional
ü Firewall	Friendly
SRT	Fundamentals	
SRT	Fundamentals
©	2017	Wowza	Media	Systems,	LLC.	All	rights	reserved.	Confidential	&	 Proprietary
SRT	Fundamentals	
SRT	Demo
SRT	in	Wowza	Streaming Engine
Ø Greater	reliability	of	throughput	and	packet	loss
Ø Improved	bandwidth	utilization	with	network	bandwidth	fluctuations	&	long-haul	video	transport
RESULTS	- Germany	to	Australia,	using	a	consumer	DSL	connection:	
• 7.5x	increase	of	throughput	with	SRT,	compared	to	RTMP	connections	over	TCP.
• RTMP:	800/10,000	kbits throughput
• SRT:	and	6000/10,000	kbits throughput
Ø Independent	security	/	encryption
Ø Minimized	buffer	4x	RTT	(re-transmission	time)
Ø Logic	for	packet	loss	recovery	and	jitter	only	requires	4	x	the	network	latency	to	the	server
Ø Wide	adoption:	free	open	source,	known	&	trusted
SRT	in	Wowza	Streaming	Engine	Wowza	Streaming EngineSRT	Fundamentals	
Benefits	of	SRT	|	Results
SRT	Alliance Members
Members
© 2015 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
“Wowza” and other identified trademarks are either registered or claimed trademarks of Wowza Media Systems, LLC;
visit wowza.com/legal/trademarks for more information. Third-party trademarks are property of their respective owners;
their use does not imply endorsement of Wowza products or services by the trademark owner.
www.twitter.com/wowzamedia
www.youtube.com/user/wowzamediawww.facebook.com/wowza
www.plus.google.com/+wowza/posts
www.linkedin.com/company/wowza-media-systems
WWW.WOWZA.COM

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Wowza Ultra-Low Latency Streaming

  • 1. Ultra-Low Latency Streaming for OTTtv CONFIDENTIAL© 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary. Content DeliveryWorld Summit
  • 2. WOWZA MAKES VIDEO UBIQUITOUS © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary. 20,000+ CUSTOMERS IN 170+ COUNTRIES FROM THE WORLD’S MOST SOPHISTICATED MEDIA, TELCO, AND TECH COMPANIES TO SMALL BUSINESSES & DEVELOPERS SERVICE PROVIDERS ENTERPRISE & GOVERNMENT EDUCATION Video comprised 64% of global internet traffic in 2014 and will reach 80% by 2019 94% of young executives say video breaks down language barriers in the global market Viewers of sports on mobile devices` doubled from 2011 to 2015 66% of university respondents said streaming is a top strategic initiative ~40% OF CDNS WORLDWIDE RUN WOWZA 70+ PERCENT OF GARTNER’S ENTERPRISE VIDEO QUADRANT RUNS WOWZA EVERY MINOR LEAGUE BASEBALL GAME RUNS ON WOWZA 85% OF THE TOP 25 U.S. UNIVERSITIES, WITH 100% OF IVY LEAGUE RUN WOWZA EVERYONE Houses of Worship Transportation Public Safety Public Transit Medical Security Armed Services 20,000 customers across all industries build on Wowza for video & audio SPORTS
  • 3. Powering Leading-Edge Broadcasting © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
  • 4. © 2016 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary. THE SOFTWARE BEHIND THE STREAMING REVOLUTION • END-TO-END VIDEO & AUDIO WORKFLOW • DEEP DEVELOPER INTEGRATION VIA API, IDE, SDK • ENORMOUS GLOBAL CUSTOMER BASE • STRATEGIC TO ALL CLOUD PLATFORMS 450 Million Live Viewing Hours per Month 20,000 Paying Customers 43 Million Live Broadcasts per Year (not including social media) OVER 25% OF WORLDWIDE LIVE STREAMING WOWZA POWERS 345,000 Hours of Live Transcoding per Day
  • 5. WHAT IS LATENCY? Latency is a time interval between the stimulation and response, or, from a more general point of view, a time delay between the cause and the effect of some physical change in the system being observed. In terms of streaming, latency is the delay between the initial capture of the video and the viewer.
  • 6. TERMS • Time to first frame - Time delay from when a person clicks the play button and when video appears • Broadcast Delay – The practice of intentionally delaying the broadcast of live material to prevent profanity, bloopers, or violence • Quality - Higher quality = higher resolution = more data to send • Scale - How many inputs/participants, how far, how many viewers • Bandwidth - How much traffic can the infrastructure ideally handle • Throughput - How much traffic is the infrastructure really delivering • Bitrate - How many bits of data are being processed over time
  • 7. LATENCY ADDS UP © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary. The video streaming industry solved for scale, but sacrificed latency. Now we need the best of both worlds.
  • 8. Success Depends on a Usable Experience © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary. An interactive and social gaming audience Synchronized streams for a “live” experience Betting with near-real time information Requires imperceptible delay where up to the second information means winning or losing. Requires the coordination between two delivery systems so the audience experience is seamless. Requires near-real time viewing so an audience can actively participate or interact with the gaming experience.
  • 9. STREAMING LATENCY © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary.
  • 10. WHY IS LATENCY A PROBLEM? • Latency is not usually a problem – but people think it is. • For many (or possibly most) live streams, latency does not matter. • HTTP streaming intentionally introduces latency for improved reliability. For some live streams, latency is critical.
  • 12. WHAT FACTORS IMPACT LATENCY? 1. Quality • Resolution • Two-way • Multi-thread • Frame rate • Smooth playback • Chunk/Block Size • Buffering 2. Scale • Distance • Participants • Viewers • Streams • Complexity • Variability • Diverse endpoints Low Latency Large Scale High Quality As either (or both) increase latency increases
  • 13. HOW QUALITY INJECTS LATENCY? • Higher quality = higher resolution = more data to send. • Resolution increases the amount of data in any frame, block, chunk or time slice. If we hold infrastructure constant as resolution goes up the window and latency to deliver a segment increases. • Trade-offs: Some mitigation techniques: Increasing Throughput Increasing throughput with more bandwidth(network) and bitrate(compute) = More infrastructure, more overhead, more cost Reducing Buffer Reducing the buffer requirement will reduce latency but it also makes network fluctuations more visible to the viewer – e.g. a 1ms buffer ideally means content can be viewed as little as 1ms after capture but a 0.1-second network interruption will result in 100 buffer segments being un-recoverable in a live stream. Reducing Framerate Reducing the (frame rate) number of frames per second reduces the smoothness of the viewing experience – e.g. 15 fps is generally a good viewing experience for low movement broadcasts like presentation screen capture/sharing or many church services, it will produce a choppy experience for viewing sports
  • 14. HOW SCALE INJECTS LATENCY? • Scale increases distances, complexity and variability. • As distance, the number of streams, and viewers increase, network imperfections, variability, and degradation increase and can amplify latency. • Trade-offs: Some mitigation techniques: Increasing Throughput Increasing throughput with more bandwidth(network) and bitrate(compute) = More infrastructure, more complexity, more overhead, more cost Increasing Buffer Increasing buffer size adds ability for both encoders, transcoders and players to deal with variability smoothly but increasing buffer inherently increases latency. By definition, buffer size is the minimum amount of data for which a process can be initiated. If more data must be accumulated, then processing will take longer. TCP vs UDP Because it is a lighter weight protocol without error checking, monitoring, order of messaging and headers roughly 1/3 the size of TCP, UDP is inherently faster but there is no guarantee data is received.
  • 15. WHERE STREAMING LATENCY HAS BEEN Windows Media • MMS, RTSP, HTTP (using UDP or TCP) • Encoder, Server, and Player buffer size management • “Low delay” audio codecs • Fast Start, Advanced Fast Start, Fast Recovery, Fast Reconnect, FEC • 2-3 seconds (on a good network) Real Time Streaming Protocol (RTSP) • Developed and by RealNetworks • Relies on RTP and RTCP • Frames can be sent one at a time in real time • Can leverage UDP • Potential latency could be as low as ~125 ms with minimal buffering Real Time Messaging Protocol (RTMP) • Developed & open sourced by Adobe • 1-3 seconds and sub-1 second HTTP • Apple HLS • 30+ seconds on iOS • Using 10 second chunk sizes • MPEG-DASH • 10-20 seconds (variable)
  • 16. WHERE LATENCY IS GOING WebRTC • Designed for real-time audio, video and data delivery over less-reliable connections • Leverages TCP or UDP • Multiple protocols related to RTSP/RTP • 1 second or less (as low as 200 ms) WebSocket • Designed to provide a standardized, two-way, reliable communications channel between a browser and a server • Works with TCP • Can be used with other streaming protocols including RTMP, WebRTC, Haivision SRT, Wowza WOWZ and Aspera FASP • As low as 200 ms
  • 17. WHERE LATENCY IS GOING HTTP • Below 4 seconds (using 1 second chunks) for DASH • Optimizing DASH MPD attributes (availabilityStartTime and minBufferTime) • Below 8 seconds (using 2 second chunks) for HLS (includes GOP adjustments as well) • CMAF + HTTP/1.1 (using HTTP Chunked Transfer Coding) enables video transfer, decode, and display before the end of the chunk encoding • Video encoding enhancements that do not impact decoding (H.264 GDR)
  • 18. WHERE LATENCY IS GOING Quick UDP Internet Connections (QUIC) • Uses UDP (with TCP fallback) • Focuses on security and reliability • Tries to be like TCP while reducing connect and round trip times, packet loss, congestion control, and more using intelligent retransmissions and storage and delivery of information • Built with HTTP/2 in mind Secure Reliable Transport (SRT) • A video transport protocol that enables the delivery of high- quality and secure, low-latency video across the public Internet • Designed to deliver the best quality live video over the worst networks • Accounts for packet loss, jitter, and fluctuating bandwidth while maximizing quality
  • 19. WHERE LATENCY IS GOING Wowza Streaming Cloud Ultra Low Latency Service • A cloud-based, highly scalable streaming service • Using Wowza WOWZ + WebSocket in an origin-edge architecture • Sub 2 seconds end-to-end (origin to player) • Completely API-driven, no user-interface Features include: • Scaled Origin Network • Scaled Edge network • Playback components: SDK for browser and native apps on mobile • Publishing and playback security • Basic Analytics • Recording
  • 20. Mid tier EdgeOrigin { }Analytics Live encoderIP camera REST APIPull distribution Push distribution Push distribution WOWZA ULTRA LOW LATENCY SERVICE
  • 21. REDUCING WORKFLOW COMPONENT LATENCY Think about latency at every step • Content creation (codec, bitrate, resolution) • Streaming workflow and devices • Buffer management (encoder, player) • Network considerations • How you optimize delivery (protocol, transport layer) • How you reach your audience (size, location, and quality) WebRTC and WebSocket can scale using traditional origin/mid-tier/edge configurations (still requires “aware” clients) CDNs are investigating options to enable low latency through their networks • “Tuned” HTTP is a front runner
  • 22. MEASURING LATENCY • This is not easy (especially at scale) • Latency is commonly measured in seconds (or milliseconds) though some prefer frames • A visual test is easy but requires accurate clocks (synchronized using “reliable” NTP servers) • For “traditional” streaming protocols, markers in the stream can be used
  • 23.
  • 24. © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary Network Characteristic that KILL real time video Ø Packet loss – packets being discarded by routers Ø Jitter – packets arriving at different times than expected Ø Delay – the time from sender to receiver Ø Bandwidth – the fluctuating capacity between points Overcoming Adverse Network Conditions
  • 28. © 2017 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary bps t Constant frame rate Encoder Variable Bitrate t Reconstructed video frame rate Much Happier Decoder Jü Video ü Audio ü Metadata ü Packet acknowledgement – error recovery ü Timing – low latency streaming ü Network connection characteristics ü Bi-directional ü Firewall Friendly SRT Fundamentals SRT Fundamentals
  • 30. SRT in Wowza Streaming Engine Ø Greater reliability of throughput and packet loss Ø Improved bandwidth utilization with network bandwidth fluctuations & long-haul video transport RESULTS - Germany to Australia, using a consumer DSL connection: • 7.5x increase of throughput with SRT, compared to RTMP connections over TCP. • RTMP: 800/10,000 kbits throughput • SRT: and 6000/10,000 kbits throughput Ø Independent security / encryption Ø Minimized buffer 4x RTT (re-transmission time) Ø Logic for packet loss recovery and jitter only requires 4 x the network latency to the server Ø Wide adoption: free open source, known & trusted SRT in Wowza Streaming Engine Wowza Streaming EngineSRT Fundamentals Benefits of SRT | Results
  • 32. © 2015 Wowza Media Systems, LLC. All rights reserved. Confidential & Proprietary. “Wowza” and other identified trademarks are either registered or claimed trademarks of Wowza Media Systems, LLC; visit wowza.com/legal/trademarks for more information. Third-party trademarks are property of their respective owners; their use does not imply endorsement of Wowza products or services by the trademark owner. www.twitter.com/wowzamedia www.youtube.com/user/wowzamediawww.facebook.com/wowza www.plus.google.com/+wowza/posts www.linkedin.com/company/wowza-media-systems WWW.WOWZA.COM