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Re: Gaming use cases and ICE

From: Bernard Aboba <Bernard.Aboba@microsoft.com>
Date: Sun, 27 May 2018 06:13:43 +0000
To: "public-webrtc@w3.org" <public-webrtc@w3.org>
Message-ID: <SN6PR00MB0334AD117C3DBB8CE5485025EC6F0@SN6PR00MB0334.namprd00.prod.outlook.com>
Sylvia asked:

"What's the advantage of this over sending multiple offers in parallel in
JavaScript (asynch)? In my opinion this is needlessly complicating things -
you need to manage the connection with each endpoint separately anyway."

[BA]  There are a number of scenarios in which latency and join time need to be minimized, such as in games. 

In a mesh conference with parallel forking (such as is supported in Ortc lib), 1 offer can be sent versus (n-1) offers without it.
So not only does it save 0.5 RTT, but it also reduces code complexity and total packet traffic. 

By separating the IceGatherer and IceTransport, it is possible to share local candidate state across multiple IceTransports (each of which are constructed from a single gatherer).
Combined with Ice candidate filtering, this allows media to be sent after only a single check (e.g. using a TURN server). 

The end-result is that the mesh conference comes up much more quickly.  
Received on Sunday, 27 May 2018 06:14:14 UTC

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