3K, 60fps, 130ms: achieving it with Rust
51–60 of 211 posts
Re: 3K, 60fps, 130ms: achieving it with Rust
#52 for crate in $(ls */Cargo.toml | xargs dirname); do
cargo build
Why do this instead of cargo --workspace build
Is it so you can time the individual crates?Re: 3K, 60fps, 130ms: achieving it with Rust
#53Aside from the Rust aspect (which is cool!), I can't believe we've come this far and still don't have low-latency video conferencing. Maybe I'm overly sensitive, but people talking over each other and the lack of conversational flow drives me crazy with things like hangouts.
Either Cisco needed to bring down the cost massively to expand access or someone needed to build it in major cities and bill by the hour to compete against flying. None of those happened so it stayed a niche. Compared to those experiences more than a decade ago the common VC is still very slowly catching up. Part of it is setup, like installing VC rooms with 2 smaller TVs side by side instead of one large one so you can see the document and the other people at decent sizes. But part of it is still the technology. Those "telepresences" were almost surely on a dedicated link running on the telecom core network that guaranteed quality instead of routing through the internet and randomly failing. I suspect getting really low latency will require that kind of telecom level QoS otherwise you'll be increasing buffer sizes to avoid freezes.
Re: 3K, 60fps, 130ms: achieving it with Rust
#54Very cool from a tech standpoint. From a product point of view, I find it interesting that the illustrations/concept videos for these things always show people interacting very closely to the wall - e.g. playing chess, sitting around a table, etc. https://tonari.no/static/media/family.48218197.svg But in practice, people tend to keep their distance from it. E.g. the pictures of this setup tend to show people clustere…
Re: 3K, 60fps, 130ms: achieving it with Rust
#55Earlier quoted context omitted.
I'm interested in what they are using if not WebRTC - there's several good options in this space (SRT would be my go-to choice), so it'd be really interesting to see if they rolled their own wire protocol or used something else.
They built it from scratch
Re: 3K, 60fps, 130ms: achieving it with Rust
#56Earlier quoted context omitted.
More than 21-bits is meaningless. It's all hype beyond 24-bits.
You might be right, however 16-bit sounds really harsh to my ears, and 24-bits is the only widely used standard, better than 16-bit.
The effect of bit depth has little to do with how you perceive the sound; what adding more bits does is allowing for more dynamic range, i.e. more difference between the loudest possible and the quietest possible sound. More bits brings down the noise floor. This means that for example the final part of a fade-out retains more detail at 24 bits than at 16, but this difference is not something that you would be able to observe in normal listening conditions.
If you like to learn more about the effects of bit depth, I would recommend “Digital Show & Tell” by Xiph Mont at https://www.xiph.org/video/.
Re: 3K, 60fps, 130ms: achieving it with Rust
#57Earlier quoted context omitted.
You might be right, however 16-bit sounds really harsh to my ears, and 24-bits is the only widely used standard, better than 16-bit.
I think the bigger issue is likely to be a trash computer mic, a trash preamp/adc, trash dac, trash speakers, trash room. I don't care if at some point you're sampling and sending that signal at 1000-bit or whatever, it's still trash, just very accurately sampled trash.
Re: 3K, 60fps, 130ms: achieving it with Rust
#58Re: 3K, 60fps, 130ms: achieving it with Rust
#59Earlier quoted context omitted.
More than 21-bits is meaningless. It's all hype beyond 24-bits.
You might be right, however 16-bit sounds really harsh to my ears, and 24-bits is the only widely used standard, better than 16-bit.
That really doesn't make any sense. The bit depth provides for a dynamic range, meaning the difference between the loudest and quietest sounds which can be encoded. 16 bits is enough to go from "mosquito in the room" to "jackhammer right in your ear". Congratulation, 24 bits let you go up to "head in the output nozzle of a rocket taking off" with room to spare, that's… not very useful?
Now what might make sense — aside from plain placebo — is a difference in mastering. For instance lots of SACD comparisons at the time were really comparing differences in mastering, with the SACD converted to regular CDDA turning out way superior to the CD version because the mastering of the CD was so much worse.
The "Loudness Wars" is an especially bad period of horrible mastering, and it went from the mid 90s to the early-mid 2010s (which doesn't mean that regular-CD has gone back to "super awesome", just that you're unlikely to have clipping throughout a piece these days).
Re: 3K, 60fps, 130ms: achieving it with Rust
#60Earlier quoted context omitted.
As far as I'm concerned "audiophile" has been synonymous with "overpriced placebo" basically forever. Beyond that I wish the article had explain a bit better why it chose these "better-than-std" crates. I'm actually using all the std variants in my projects, I'm curious to know if I'm missing out or if I just happen not to hit on their limitations.
> Beyond that I wish the article had explain a bit better why it chose these "better-than-std" crates. At least for parking_lot, its README has a long list with its advantages over std: https://github.com/Amanieu/parking_lot/blob/master/README.md
That being said since they're drop-in replacements for the most part I suppose I could just try to rebuild my project with this crate and see if I notice a difference performance-wise.