Video: Mitigating Online Video Delivery Latency

Real-world solutions to real-world streaming latency in this panel from the Content Delivery Summit at Streaming Media East. With everyone chasing reductions in latency, many with the goal of matching traditional broadcast latencies, there are a heap of tricks and techniques at each stage of the distribution chain to get things done quicker.

The panel starts by surveying the way these companies are already serving video. Comcast, for example, are reducing latency by extending their network to edge CDNs. Anevia identified encoding as latency-introducer number 1 with packaging at number 2.

Bitmovin’s Igor Oreper talks about Periscope’s work with low-latency HLS (LHLS) explaining how Bitmovin deployed their player with Twitter and worked closely with them to ensure LHLS worked seamlessly. Periscope’s LHLS is documented in this blog post.

The panel shares techniques for avoiding latency such as keeping ABR ladders small to ensure CDNs cache all the segments. Damien from Anevia points out that low latency can quickly become pointless if you end up with a low-latency stream arriving on an iPhone before Android; relative latency is really important and can be more so than absolute latency.

The importance of HTTP and the version is next up for discussion. HTTP 1.1 is still widely used but there’s increasing interest in HTTP 2 and QUIC which both handle connections better and reduce overheads thus reducing latency, though often only slightly.

The panel finishes with a Q&A after discussing how to operate in multi-CDN environments.

Watch now!
Speakers

Damien Lucas Damien Lucas
CTO & Co-Founder,
Anevia
Ryan Durfey Ryan Durfey
CDN Senior Product Manager,
Comcast Technology Solutions
Igor Oreper Igor Oreper
Vice President, Solutions
Bitmovin
Eric Klein Eric Klein
Director, Content Distribution,
Disney Streaming Services (was BAMTECH Media)
Dom Robinson Dom Robinson
Director,
id3as

Video: An introduction to Biological Compression

The search for better codecs is ever lasting so it’s no surprise that with AI’s recent advances, we see a codec based on AI/machine learning. The AI approach not only frees up the maths from, say, upscaling using a fixed algorithm to doing it however it sees fit, but also gives it a holistic view of the image.

Considering the image as a whole whilst encoding it allows the encoder to better apportion bitrate and detail to the needed areas whereas other codecs have trouble breaking out of the procedural ‘one block at a time’ mode which tends to treat each macro block separately.

Co-founder of Deep Render Aim Christian Besenbruch gives us examples of his company’s ‘biological compression’ codec against the latest BGP codec which is an HEVC-based still image codec which delivers smaller images than JPEG.

Watch now!
Speaker

Christian Besenbruch Christian Besenbruch
Co-Founder,
Deep Render AI

Video: IP Test and Measurement for ST 2110 Systems

As the transition to IP-based transport for video, audio, and data continues. The early adopters have already demonstrated the operational and commercial benefits of COTS IP infrastructure and SMPTE ST 2110 video-over-IP standard suite becomes mature now. However, configuration and troubleshooting of IP systems requires a completely new skillset. Broadcast engineers need to gain an understanding of the technology and the new techniques required to monitor these signals.

In this video Kevin Salvidge from Leader shows what test and measurement tools you need to ensure you continue to deliver the same quality of service that can be achieved with SDI systems.

Kevin looks at the main differences between traditional and IP systems which stem as much from a move from synchronous to asynchronous infrastructure as the way you measure how well the system is working.

The following topics are covered:

  • Frame Check Sequence (FCS), Cyclic Redundancy Check (CRC)
  • Packet jitter measurement (avoiding buffer underrun)
  • Monitoring ST 2022-7 path delay between the two feeds
  • PTP synchronization (offset and delay graphs, synchronisation accuracy)
  • Checking that video, audio and ANC signals are synchronised with PTP and RTP timing measurement
  • Packet Header Information looking at MAC, IP, UDP, RTP as well as the payload
  • SFP Information (10/25 Gb, multimode / single mode etc.)
  • IP Event Log e.g. Grand Master change
  • Hybrid IP and SDI Video and Audio Test and Measurement

You can see the slides here.

Watch now!

Speaker

Kevin Salvidge
European Regional Development Manager
Leader

Video: Understanding esports production

Esports is here to stay and brings a new dimension on big events which combine the usual challenges of producing and broadcasting events at scale with less usual challenges such as non-standard resolutions and frame rates. This session from the IBC 2019 conference looks at the reality of bringing such events to life.

The talk starts with a brief introduction to some Esports-only terms before heading into the discussions starting with Simon Eicher who talks about his switch toward typical broadcast tools for Esports which has helped drive better production values and story telling. Maxwell Trauss from Riot Games explains how they incubated a group of great producers and were able keep production values high by having them working on shows remotely worldwide.

Blizzard uses the technique of using a clean ‘world feed’ which is shared worldwide for regions to regionalise it with graphics and language before then broadcasting this to the world. In terms of creating better storytelling, Blizzard have their own software which interprets the game data and presents it in a more consumable way to the production staff.

Observers are people who control in-game cameras. A producer can call out to any one of the observers. The panel talks about how separating the players from the observers from the crowd allows them to change the delay between what’s happening in the game and each of these elements seeing it. At the beginning of the event, this creates the opportunity to move the crowd backwards in time so that players don’t get tipped off. Similarly they can be isolated from the observers for the same effect. However, by the end of the game, the delays have been changed to bring everyone back into present time for a tense finale.

Corey Smith from Blizzard explains the cloud setup including clean feeds where GFX is added in the cloud. This would lead to a single clean feed from the venue, in the end. ESL, on the other hand choose to create their streams locally.

Ryan Chaply from Twitch explains their engagement models some of which reward for watching. Twitch’s real-time chat banner also changes the way productions are made because the producers have direct feedback from the viewers. This leads, day by day, to tweaks to the formats where a production may stop doing a certain thing by day three if it’s not well received, conversely when something is a hit, they can capitalise on this.

Ryan also talks about what they are weighing up in terms of when they will start using UHD. Riot’s Maxwell mentions the question of whether fans really want 4K at the moment, acknowledging it’s an inevitability, he asks whether the priority is actually having more/better stats.

The panel finishes with a look to the future, the continued adoption of broadcast into Esports, timing in the cloud and dealing with end-to-end metadata and a video giving a taste of the Esports event.

Watch now!
Speakers

Simon Eicher Simon Eicher
Executive Producer, Director of Broadcast, eSports Services,
ESL
Ryan Chaply Ryan Chaply
Senior Esports Program Manager,
Twitch
Corey Smith Corey Smith
Director, Live Operations Broadcast Technology Group,
Blizzard
Maxwell Trauss Maxwell Trauss
Broadcast Architect,
Riot Games
Jens Fischer Jens Fischer
Global Esport Specialist and Account Manager D.A.CH,
EVS