5 ms·
>>Unlike other devices, which are aiming to compress the entire raw HDMI signal over the air, Rivvr uses its proprietary tech to compress the much smaller video
by otoburb 10y ago
>>Unlike other devices, which are aiming to compress the entire raw HDMI signal over the air, Rivvr uses its proprietary tech to compress the much smaller video feed from the PC, sending just about 40-80 mbps of video signal over the air.
This paragraph seems contradictory to me: other devices aim to compress the video signal over the air (i.e. wirelessly), but Rivvr somehow compresses "much smaller" video feeds from the PC "over the air" (i.e. wirelessly).
This isn't my industry, so what key technical definition or fact am I missing from this picture? The two statements seem to be equivalent.
- Impossible 10y agoMaybe it means compression happens earlier in the chain? For example, everyone else is compressing HDMI output and Rivvr is compressing the post VR compositor render target before scan out happens? This would break an app that does front buffer rendering, but afaik there aren't any commercially available VR games that do that. No idea what the actual difference is and I'd like some clarification also.
- sixa 10y agoTechcrunch already fixed this error "Unlike other devices which are aiming to send the entire raw HDMI signal over the air, Rivvr uses its proprietary tech to compress the much smaller video feed from the PC, sending just about 40-80 mbps of video signal over the air." Other companies trying to transmit raw HDMI stream wirelessly using 60Ghz frequency. They trying to reinvent Wireless HDMI which is well known and have a lot of problems. We are using standard WiFi networks 2.4Ghz and 5Ghz.
- Haldir 10y agoI wonder how that should work. Less than 11ms per Frame compression time, let's say 9ms (as we need to Account for the way back too for latency) for a 2160 x 1200 stream + audio. And you can't see any compression and we're talking Close up here. Not possible with h264/h265.
- krzat 10y agoPied Piper.
- random_comment 10y agohttp://www.multicorewareinc.com/news/multicoreware-demonstrates-high-quality-4k-10-bit-real-time-hevc-video-encoding-x265/ http://www.multicorewareinc.com/news/multicoreware-demonstra... This is from 2015. We're almost into 2017. - A 4k frame is 3.2 x as much data as the 2160x1200 frame. - In this case, compression was achieved at 60fps using H265. - The same spec of equipment should in principle be capable of achieving 60fps * 3.2 = 192fps. That's 5ms latency due to compression. - Add in the simplicity of many VR scenes - think RecRoom, Windlands... should be fairly easy to compress. - Audio can be compressed in parallel "Not possible"? I disagree, "more than possible two years ago"
- Haldir 10y agoLet's look at some real live x265 benchmarks, because you skipped the part where they did it on a beefy dual socket server. Let's take: http://x265.ru/en/x265-hd-benchmark http://x265.ru/en/x265-hd-benchmark, that benchmark is 1080P, let's assume you're correct with your simplicity and it might be closer to reality. The fastest listed system there does a blazing 33fps (well that's a broadwell, the 2015 dual socket server is probably atleast the xeon equivalent of it). And we haven't even looked at the image quality/compression artifacts. I disagree with your assessment. Rivvr is apparently a spinoff of Sixa, the appropriate techcrunch article https://techcrunch.com/2016/12/09/sixa-secures-3-5m-as-it-launches-its-cloud-computer-for-developers/ https://techcrunch.com/2016/12/09/sixa-secures-3-5m-as-it-la... repeats the 11ms latency. Maybe it's the same technology? The comments to the techchrunch article do not sound convincing either.