--On Sunday, March 29, 2020 10:23 PM +0300 Jonathan Morton
<[email protected]> wrote:
I think the main distinction between online gaming and teleconferencing
is the volume of data involved. Games demand low latency, but also
usually aren't throwing megabytes of data across the network at a time,
just little bundles of game state updates telling the server what actions
the player is taking, and telling the player's computer what enemies and
other effects the player needs to be able to see. Teleconferencing, by
contrast, tends to involve multiple audio and video streams going
everywhere.
But most gamers DO use voice chat systems to coordinate their play with
teammates. This might be built into the game or it might be a second
program such as Mumble, Ventrilo, or TeamSpeak. Two-way headsets were
popular with gamers long before one saw them used for office conferencing.
And gamers care much more about latency than some office flunky who hears
something a second or two later than transmitted. So their codecs tend to
be a lot more network-friendly, trading off quality for low latency.
(Given the high bandwidth needs of video, I wonder if anyone's working on
avatar-based meeting systems wherein one creates an avatar from one's photo
(like Bitmoji) and uses pre-downloaded content (like video games) to
construct low-bandwidth video streams?)
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