Earlier quoted context omitted.
You've never listened to audiophile equipment have you? If apply "some soft clipping" it will sound bad, I guarantee you, no audiophile would like it.
> You've never listened to audiophile equipment have you? You're saying that I ought to judge the merits of audiophile equipment by the subjective measure of whether I like the sound of it. Which is the metric I said audiophiles would favour. > If apply "some soft clipping" it will sound bad Soft clipping often sounds nice, which is why it's very commonly applied to music. You're saying that eg. the sound of a classi…
3K, 60fps, 130ms: achieving it with Rust
61–70 of 211 posts
Re: 3K, 60fps, 130ms: achieving it with Rust
#62Earlier quoted context omitted.
The audiophile definition of a "warm" sound signature has nothing to do with distortion and audiophile's do not "eschew fidelity" for different sound signatures.
> The audiophile definition of a "warm" sound signature I don't really know what, if anything, that means. But if we're talking about fidelity, surely the ideal would be no sound signature? If a particular "sound signature" makes it sound "warm", surely it's decreasing the fidelity?
Re: 3K, 60fps, 130ms: achieving it with Rust
#63Re: 3K, 60fps, 130ms: achieving it with Rust
#64Aside 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.
Cisco "telepresence" solved this 15 years ago. Standardized rooms on both sides with high quality cameras and low latencies. Polycom had a similar but worse setup at the time. The Cisco experience was very close to being in a shared meeting with the other people. It made meetings across continents work very well and was an actual competitor to flying everywhere. Between the hardware being too expensive and the link r…
Re: 3K, 60fps, 130ms: achieving it with Rust
#65If anybody is looking for a low latency high bandwidth P2P video streaming solution there is https://github.com/CESNET/UltraGrid/wiki It can do less than 80ms of latency
Re: 3K, 60fps, 130ms: achieving it with Rust
#66Re: 3K, 60fps, 130ms: achieving it with Rust
#67Very 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
#68Earlier 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.
> 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…
Re: 3K, 60fps, 130ms: achieving it with Rust
#69Earlier quoted context omitted.
The biggest problem is that of the video codecs which ultimately boils down to using interframe compression. This technique requires that a certain # of video frames be received and buffered before a final image can be produced. This requirement imposes a baseline amount of latency that can never be overcome by any means. It is a hard trade-off in information theory. Something to consider is that there are alternativ…
You can also just configure your video encoder to not use B-frames. Then if you make all consecutive frames P frames then the size is very maintainable. It gets trickier if your transport is lossy since a dropped P frame is a problem but it's not an unsolvable problem if you use LTR frames intelligently. All the benefits of efficient codecs, more manageable handling of the latency downsides. The challenges you'll run…
Re: 3K, 60fps, 130ms: achieving it with Rust
#70Earlier 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.
Do you mean “the expression ‘16-bit’ sounds harsh to my ears”, or do you mean that you can hear the difference between 16 and 24 bits per sample? 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…