Video: CDN Trends in FPGAs & GPUs

As technology continues to improve, immersive experiences are all the more feasible. This video looks at how the CDNs can play their part in enabling technologies which seem to rely on fast, local, compute. However, as with many internet services, low latency is very important.

Greg Jones from Nvidia and Nehal Mehta form Intel give us the lowdown in this video on what’s happening today to enable low-latency CDNs and what the future might look like. Intel, owners of FPGA makers Altera, and Nvidia are both interested in how their products can be of as much service at the edge as in the core datacentres.

Greg is involved in XR development at Nvidia. ‘XR’ is a term which refers to an outcome rather than any specific technology. Ostensibly ‘eXtended’ reality, it includes some VR, some augmented reality and anything else which helps improve the immersive experience. Greg explains that the importance of getting the ‘motion to photon’ delay to within 20ms. CDNs can play a role in this by moving compute to the edge. This tracks with current trends on wanting to reduce backhaul, edge computation is already on the rise.

Greg also touches on recent power improvements on newer GPUs. Similar to what we heard the other day from Gerard Phillips from Arista who said that switch manufacturers were still using technology that CPU’s were on several years ago meaning there’s plenty in the bank for speed increases over the coming years. According to Greg, the same is true for GPUs. Moreover, it’s important to compare compute per watt rather than doing it in absolute terms.

Nehal Mehta explains that, in the same way that GPUs can offload certain tasks from the CPU, so do FPGAs. At scale, this can be critical for tasks like deep packet inspection, encryption or even dynamic ad insertion at the edge,

The second half of video looks at what’s happening during the pandemic. Nehal explains that need for encryption has increased and Greg sees that large engineering functions are now, or many are soon likely to be, done in the cloud. Greg sees XR as going a long way to helping people collaborate around a large digital model and may help to reduce travel.

The last point made is regarding video conferencing all day long leaving people wanting “more meaningful interactions”. We are seeing attempts at richer and richer meeting experiences, both with and without XR.
Watch now!
Speakers

Greg Jones Greg Jones
Global Business Development, XR
NVIDIA
Nehal Mehta Nehal Mehta
Direcotr Visiual Cloud, CDN Segment,
Intel
Tim Siglin Moderator: Tim Siglin
Founding Executive Director,
Help Me Stream

Video: Low Latency, Real-Time Streaming & WebRTC

Can any stream be too low-latency? For some matching broadcast latency, is all they need. But for others, particularly for gaming, gambling or more interactive services, sub-second is a must and they are happy to swap out parts of their technology stack to make that happen. WebRTC is often seen as the best choice for anyone wanting to go achieve an almost instant stream. Started by Google in 2011 for video conferencing applications, WebRTC hit a 1.0 release in 2018 and has been adopted by a number of companies catering to the broadcast market.

WebRTC stands out among the plethora of streaming protocols since it is an actual stream of data and not a series of files transferred just in time. Traditionally buffers have been heavily used in streaming because it was so hard to get data to the player when the mainstream internet was starting out in the 90s and as the mobile internet was establishing itself 10 years later. Whilst those buffers are very helpful in dealing with delayed data, they are a big set back in delivering a low-latency stream. With WebRTC, there is very little buffering, so when using the protocol you have to understand that you may not get all your data delivered and if packets are missing glitches will be seen. This is one significant difference since MPEG DASH and HLS will either show you a blank screen or a perfect rendition of the file chunk that was sent thanks to TCP. This is an example of the compromises of going to sub-second latency; there are no second chances to get the packet again. And whilst this compromise may be a great exchange for an auction site or betting service, for other streaming services, it may be better to use CMAF with 3-second latency.

In this talk, Limelight Networks Video Architect Andrew Crowe introduces WebRTC and explains how it can be deployed. He starts by talking about the video codecs it contains. VP9 has recently been added to the options and for a long time, it was a VP8 technology. Andrew explains how the codecs it carries does have a knock-on effect on its compatibility with browsers. UDP is the underlying technology to all low-latency technologies since the bureaucracy of TCP/IP gets in the way of real-time media streams. Andrew also explains how security pervades WebRTC from its use of DTLS (which is like HTTPS/TLS for UDP) to secure RTP and SRTCP.

The last part of the talk discusses the architectures that CDN LimeLight uses to enable large-scale WebRTC streams including the need to get through firewalls. Andrew discusses how some features of the technology suit small-scale events, but can’t be used with thousands of viewers. He also discusses how adaptive bitrate streams can be delivered, although not within WebRTC itself, there is enough information to implement ABR in addition to the standard stream.

Watch now!
Speakers

Andrew Crowe Andrew Crowe
Video Architect,
Limelight Networks

Video: Esports for Broadcasters – CDNs

With massive, often global, online audiences, esports are highly reliant on great CDN strategies. CDNs exist to copy popular files to servers very close to the users. This takes the burden off the encoders at the heart of the stream. But doing this at scale to millions of people is a constant challenge.

Paul Martin from CDN provider Vecima, helps explain the challenges and solutions for esports producers and streaming services alike. Paul outlines the growth in video traffic which paints a positive future for the need for CDNs: 65% streaming growth in 2019, DAZN streamed to over 1 million people 100 times and over the next 5 years, market revenues are forecast to double.

When it comes to scaling, the CDN operates differently to the origination platform. For an esports provider their scale is in programming. The more channels they put out, the more they have to work. A CDN, however, will cache any files that are needed, so it really doesn’t matter whether there are 10 or 1000 assets or channels, the scale goes with the number of people who are accessing the service.

Multiple CDNs: Of course in the real world, providers actually use multiple CDNs to distribute globally. These connections between providers and ISPs are called peering points. There can be a lot of complexity involved with global distribution and some providers are concerned with losing control as their data passes over many third party network infrastructure. This is why many consider moving their own CDN servers into ISPs themselves allowing them more predictable performance and easier capacity expansion.

Paul talks about how this ‘netflix’ model of having your own CDN in ISPs comes into play at high scale and moves on to look at what the important themes are for streaming providers as they move from small startups through to high-scale, high maturity. For each stage, there are clearly definable problems to solve which change with size.

The talk ends with a look to the future and a Q&A talking about what’s monitored in CDNs, WebRTC, 5G and the growth of esports.

Watch now!
Speakers

Paul Martin Paul Martin
VP Marketing, Broadcaster Market Lead,
Vecima

Video: What is esports? A crash course in modern esports broadcast

With an estimated global revenue of over USD1.1 billion1 and a global audience of almost half a billion people2, esports is a big industry and all accounts report it as growing. Although it sounds different, when you look behind the scenes, there’s actually lot of equipment and production that a broadcaster would recognise, as we showed in this behind the scenes footage that we featured in a previous article

Press play below as a taster before the main video to be a fly on the wall for five minutes as the tension mounts at this esports event final.

In this today’s talk from the Royal Television Society, Thames Valley, we’re introduced to esports from the bottom up: What it is, who does it and which companies are involved. I think esports is special in its ability to capture the interest of the broadcast industry, but exactly what it is and how it’s structured…few actually know. That’s all changing here, with Steven “Claw” Jalicy from ESL.

Steven explains that ESL is the largest company that runs tournaments and competitions outside of the games publishers. He explains that, unlike sports such as tennis, athletics and football which don’t have ‘owners’, all esports games have publishers who are able to control the way that gaming happens and have the ability to run tournaments themselves or, in effect, franchise this out around the world.

 
Steven takes us through the broadcast chain. Usually held in a stadium, OB kit and temporary set ups are nothing new to to the broadcast sports community. The first thing which is a change however, is ‘in-game’. There’s a lot more to covering esports than tennis in as much as for a tennis match you can turn up with some cameras and ball tracking kit and televise the games. Whilst doing it well is by no means trivial, with esports there are many more levels due to the fact that we have human players who are playing computer characters; to experience both the real and the in-game drama you need camera angles both in the real world and within the game. These in-game camera operators are call observers and just like real-life camera operators, their task is to capture all the action of the game. Sometimes this is done by following the players, sometimes by a birds-eye-view camera, depending on the game and, as ever, the publisher.

Naturally when you have a peak viewership of over a million people, streaming and live content distribution is really important. ESPN and, more recently, Eurosport have been airing esports so it’s important to realise that linear distribution is very much part of the mix for esports, it’s not an on-line only thing, though most of the numbers shared are the verified streaming numbers.

Steven talks about some of the challenges ESL faces in delivering the highest quality streams with so many tournaments happening and then moving to remote operation.

ESL prefers to build their own hardware for several reasons that Steven explains which include having the result fully-customisable and simplifying replacements. Similarly, ffmpeg and other open-source encoding is favoured for similar reasons.

The discussion finishes off with an extensive Q&A session including the ‘sanctity’ of the players’ equipment, the threshold for choosing to use vendor equipment (EVS vs Mediakind), transport over the internet and much more.

Watch now!
1Statista revenue report
2Statista eSports audience report
Speakers

Steven Jalicy Steven “Claw” Jalicy
Global Head of Streaming,
ESL Gaming