3 ms·
> have it encoded in <10ms. For context, OP achieved 0.13 ms with his codec.
by Wowfunhappy 1y ago
> have it encoded in <10ms.
For context, OP achieved 0.13 ms with his codec.
- pjc50 1y ago"0.13 ms on a RX 9070 XT on RADV." "interesting data point is that transferring a 4K RGBA8 image over the PCI-e bus is far slower than compressing it on the GPU like this, followed by copying over the compressed payload." "200mbit/s at 60 fps" It's certainly a very different set of tradeoffs, using a lot more bandwidth.
- theshackleford 1y ago> It's certainly a very different set of tradeoffs, using a lot more bandwidth. Wasnt that the point? > These use cases demand very, very low latency. Every millisecond counts here > When game streaming, the expectation is that we have a lot of bandwidth available. Streaming locally on a LAN in particular, bandwidth is basically free. Gigabit ethernet is ancient technology and hundreds of megabits over WiFi is no problem either. This shifts priorities a little bit for me at least.
- your_challenger 1y agoBut isn't the OP talking about local network while Jean-Baptiste Kempf is talking about the internet?
- torginus 1y agoI don't have the timings right now but you can go significantly below 10ms. There's a tradeoff between quality and encoding time - for example, if you want your motion vector reference to go back 4 frames, instead of 2, then the encoder will take longer to run, and you get better quality at no extra bitrate, but more runtime. If your key to-screen latency has an irreducible 50-60ms part of rendering, processing, data transfer, decoding and display, then the extra 10ms is just 15% more latency, but you have to find the correct tradeoff for yourself.