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It's unlikely an FPS needs high bandwidth -- typically less than the lowest-quality, 2005-age YouTube-video. Even with a high-tick game, you're looking at toppi
by thezilch 11y ago
It's unlikely an FPS needs high bandwidth -- typically less than the lowest-quality, 2005-age YouTube-video. Even with a high-tick game, you're looking at topping out at around 35KB. Yes there are going to be gamers in countries with less-developed internet, but I'd wager many streamers are pulling a minimum of 1MB+ and more likely 5-10MB+ egress.
- minot 11y agoI think I have a decent connection and I only have 60 mb down and 30 mb up. it is good enough to stream 1080p 60fps to YouTube. YouTube promises two (well one actually) change that I welcome. It will allow one URL which I presume will go to the live broadcast and it promises that you won't have to create an event every time you start broadcasting. With these two changes, I am ready to switch to YouTube at any time.
- dogma1138 11y agoIt's not only bandwidth, it's also the computing power it take to capture and compress a frame. Capturing @ 60 FPS with say Shadow Play isn't an issue, but when you are starting to compress it to a format you can upload it gets a bit dodgy. And 30mbit upload isn't enough to stream uncompressed video in 1080p.
- thezilch 11y agoTop streamers are going to have two PCs / dedicated capture-hardware and beefier i7 equivalents. Most [PC] games are GPU bound and don't require much more than an i5.
- timr 11y agoThe bandwidth isn't the problem...latency is the problem. Most consumer broadband providers don't give much of a crap about low-latency connections, because when you're watching a static, 5-minute YouTube video, it isn't horrible if it comes with a 500ms delay before play start. It matters a hell of a lot more when the video is live. Once you're streaming something live and interactively, if nothing else, you're getting boned by the limits of physics: for example, a connection from a datacenter in California has a (current) ~150ms minimum round-trip latency to Europe. That's bordering on a human-perceptible lag, and that's the best case. As I said before, most providers don't give you anywhere near the best case. So you spend a ton of money setting up datacenter and peering arrangements and low-latency interconnects, but you're still in a tough place if your broadcaster is connected to a craptastic residential ISP in New York, and your viewer is in Hong Kong. Maybe YouTube can do better simply because they're YouTube. But I doubt it. Everything YouTube has done has been to optimize the case of static video delivery, which is a different (and much easier) game. Doing live video at scale requires a different architecture.
- icebraining 11y agoWhy would one care about latency? If you're just watching, does a couple of seconds of latency really make any difference? Even during soccer games, where there's often 20+ seconds between the radio & cable transmissions, I've never seen it being a problem. People just choose turn off the radio.
- thezilch 11y agoI was only arguing on bandwidth, so I think we agree there. As for latency, Twitch -- the current de-facto -- already has multiple seconds of latency added on top of the encoder and decoder delays. Being aggressively realtime and uber interactive with your stream is not really a reality yet. You can right-click a Twitch stream to see these kind of stats; for example, a Game's Done Quick Stream: http://i.imgur.com/dcPoRui.png http://i.imgur.com/dcPoRui.png