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How to Solve Interactive Streaming’s Latency Challenges

交付成功的大规模互动直播最大的挑战是什么, particularly achieving the requisite low latency, and what technology solutions apply?

Tim Siglin, Founding Executive Director of Help Me Stream Research Foundation 和流媒体特约编辑,与Oliver Lietz,首席执行官 nanocosmos, and Darcy Lorincz, CEO of Motoworlds, in this clip from Streaming Media Connect 2024, about real-world interactive streaming problems, how to address them, 以及如何从传统流媒体到虚拟世界提供高质量的用户体验.

Siglin begins by asking Lietz, “互动性给你的公司带来了哪些挑战, and how do you go towards solutions models for that?”

Lietz强调了为交互式用例维护稳定信号的重要性, even in low-resolution or low-bitrate situations. “Even if the video drops, you still want to have audio, 但即使是音频,也可以是非常低的分辨率和非常低的比特率,以维持货币化的视频流,以便能够在这些事件上下注或出价,” he says. “这与广播环境有点不同,在广播环境中,你希望在4K屏幕上获得最高的质量.” He emphasizes the general need for technical flexibility. “You need to adjust for the right technologies,” he says. “就像WebRTC一样,但(它们)很难根据这些不同的网络情况进行调整. That's why there's adaptive bitrate, which is an established technology for broadcast, but which also works for ultra-low latency live streaming. At least in our case, 我们确实尽可能地降低数据质量,但保持实时流以尽可能低的延迟运行. 如果网络再次恢复正常,您可以再次将其调至高分辨率. So that's key, that no matter what happens, if you are commuting, if you're on a bad network…you need to have a constant live stream, otherwise you would lose the connection. And probably also the monetization of this distributed livestream.”

Siglin says, “That's a hundred percent correct. 你想在你的编码阶梯中提供可变性,这样如果你有一个从高开始到低的人, versus coming back up.” He asks Lorincz, “当你谈论空间或虚拟世界中的交互性时, 你还必须将其与不存在的化身或世界等事物联系起来. 当你接近目标时,你会遇到什么额外的挑战?”

Lorincz discusses the challenges of creating real-time, interactive experiences in the metaverse, 包括对虚拟人物进行真实对话的需求,以及根据用户偏好实时展开场景的需求. “我发现目前最具挑战性的是如何与语言模型对话,并让它像真正的对话一样与我对话,” he says. “你可以看到这些代理和化身现在非常实时,非常人性化, but if you can't have a conversation, it immediately breaks down that experience, and now you're going, ‘Okay, this is just a bad experience with an avatar.“所以你现在必须让虚拟形象思考它在那个语言模型中进行反馈, sitting in the network somewhere. 它必须有一个实时的对话,就像我们现在正在做的那样.”

他提出了一个新兴的高度先进的视频文本人工智能模型的具体例子. “They just introduced a new thing called Sora他说:“现在,它将创建实时场景,实际上是在你的过程中进行视频开发。. “So you walk through these metaverses, and it's unfolding in front of you based on what you want to see, and you're having a conversation at the same time. Those are new elements that nobody has ever thought of. Now, it's actually unfolding in real-time. 任何东西如何从场景或框架中理解它所看到的东西? So there's going to be a lot of new challenges in this world.”

他指出,虽然游戏为这些挑战奠定了基础, 元宇宙的规模和复杂性提出了许多需要解决的新问题. “Fortnite, Minecraft, Roblox他们必须解决这些问题,我们有数百万人在使用服务器. How do you get across those servers? 在虚拟世界中,有很多问题是我们在其他行业中解决过的,这些问题的规模是我们以前从未想过的. You never thought there were going to be 10,000 people in a server, all experiencing a concert or at a virtual event. And that's happening now all the time. And they're talking to each other and to bots and avatars. So it's a fun challenge.”

请参阅流媒体连接2024年2月的完整节目视频 here.

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