- From: Thomas Balouet <t.balouet@gmail.com>
- Date: Thu, 20 Jul 2017 09:51:44 +0200
- To: "Bassbouss, Louay" <louay.bassbouss@fokus.fraunhofer.de>
- Cc: Kieran Farr <kieran.farr@gmail.com>, "Barry, Aguibou, Vodafone Group" <Aguibou.Barry@vodafone.com>, "public-webvr@w3.org" <public-webvr@w3.org>
- Message-ID: <CAMomsrp+fCtzzeqX3phPMNFSM1+_V43C-iG-juQ7pZFgQXcE8w@mail.gmail.com>
Hello everybody, Having worked on 360° video distribution for a year, I'll give my 2-cents. - To begin with, 360° video streaming is easily doable through HLS. Given the good encoding parameters, I managed to have a good streaming experience at 3840x1920 on 4G and correct Wi-FI. So I guess it should only improved from now on. - As Louay said, there will be new ways to stream 360° videos. As the content cannot be seen all at once, stream bits are downloaded for nothing. Some companies are already looking into it, most known would be Pixvana ( https://pixvana.com/vr-video-lab-field-of-view-adaptive-streaming/) So, from my own experience, to answer to your question of "WebVR group’s expectation from network operators", I'd say that what we need for today's experiments is a reliable network to download 15Mo in less than 3sec, and improve from there. I'm based in France and such a network isn't easy to find everywhere, good 4G isn't widespread yet, and some wired Internet connection are stuck to 1Mo second. Dunno how it is in the US but I guess that once you leave the Silicon Valley, you'll find lots of places like that. And I'm not even speaking of less developed countries, where a simple connection can be hard to find. Hope that helps! 2017-07-19 23:14 GMT+02:00 Bassbouss, Louay < louay.bassbouss@fokus.fraunhofer.de>: > Just few comments from my side: > > - regarding implementations YouTube supports adaptive Streaming also for > 360° videos in the same way as for normal videos . > > One improvement for reducing bandwidth could be by applying adaptive > streaming on the FOV and not on the whole video. This means you can stream > the invisible part of the video with lower quality and the visible part > with higher quality. The Bandwidth problem is related to 360° streaming > in general and not only to WebVR. You need to deal with the same issue even > if you use a native application and not WebVR in the Browser. Static > assets and JS libs (three.js, a-frame, etc.) can be easily cached in the > Browser. > > > Louay > ------------------------------ > *From:* Kieran Farr <kieran.farr@gmail.com> > *Sent:* Wednesday, July 19, 2017 6:08:31 PM > *To:* Barry, Aguibou, Vodafone Group > *Cc:* public-webvr@w3.org > *Subject:* Re: Network bandwidth and Latency consideration to support > quality WebVR experience > > A quick attempt at thinking through some answers, but others please chime > in with better responses: > > - The library payload size is already larger than a standard web page > (500kb for minified three.js alone, and then another webvr library like > A-Frame adds another 500kb). Often the page will also still include other > standard libraries like jquery, google analytics, etc. > - Obviously textures and objects in scene are larger than standard > assets you'd see on a non WebVR web page, but the complexity of scenes > varies widely so it's hard to know what is "normal" size at this early > stage. It would be an interesting experiment to aggregate a bunch of webvr > demos to get an average / median page size. > - Right now most WebVR scenes load everything up-front and there is no > great implementations that I've seen (yet) of streaming assets with varying > levels of detail, although that is totally possible and will just require > some time for the libraries and third-party components to mature > - Most webvr 360º video implementations I've seen are very high > bitrate (4Mbps and higher) with progressive (non HLS) streaming. > Improvements will definitely be coming with both encoding and support for > HLS and other multi-bitrate / segmented protocols. > > So in summary - on the library / application layer it looks like there is > significant room for improvement with streaming assets and 360º video > compression improvements, and it sounds like on the mobile infrastructure > side there will be improvements so maybe it will meet in the middle and > everyone will be happy? > > Kieran > > On Wed, Jul 19, 2017 at 7:15 AM, Barry, Aguibou, Vodafone Group < > Aguibou.Barry@vodafone.com> wrote: > >> Hi all, >> >> >> >> Hope this email finds you well. >> >> >> >> I understand that the group mostly focuses on exposing the VR hardware >> capabilities to the web browsers so please do let me know if the below >> matter would be better answered somewhere else (e.g. on WebVR’s or Aframe’s >> slack group). >> >> >> >> I am looking into AR/VR at Vodafone Group from the device standpoint and I’d >> like to understand the WebVR group’s expectation from network operators >> (be it fixed or cellular), in particular what the network capability are >> needed to support a massive adoption of high quality WebVR experience by >> 2020/2021. >> >> >> >> I have basically two questions: >> >> - Would you say that the bandwidth required by a high quality WebVR >> experience (in 2020/2021) will be compared to an image-intensive >> application e.g. Snapchat, Instagram or even Facebook that constantly >> download files or stream data to devices? >> >> - Or would a high quality WebVR experience already live with >> current 4G datarates i.e. below 15Mbps, or should we brace for really >> high data rate i.e. above 20Mbps (or even 1Gbps) and why? >> >> >> >> I have the following assumptions in mind (those may be really bad >> assumptions though): >> >> - By 2020/2021, the first 5G networks and mobile chipsets will >> be available >> >> - By high quality I assume Stereoscopic view, 4K per eye >> >> - WebVR websites will mainly be hosted in public Clouds (e.g. >> Dublin’s or Virginia’s Amazon Cloud), sometimes in IPX endpoints (e.g. >> Netflix’s CDN) or maybe even mobile edge cloud in case ultra-low latency is >> required.. >> >> >> >> Kind Regards >> >> >> >> Aguibou >> >> >> > > -- ==================== Thomas BALOUET Freelance Web&VR Creative Engineer https://www.tbaloo.com
Received on Thursday, 20 July 2017 07:53:19 UTC