Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-17 Thread Marco Marino
2015-06-15 22:17 GMT+02:00 DRC : > If you have any further questions of this nature, please send them to > VirtualGL-Devel, not to this list. > > Ok, sorry. Next questions on VirtualGL-Devel > > On 6/15/15 3:07 PM, Marco Marino wrote: > > Hi Nathan, thank you for your answer. > > I read the cod

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-15 Thread DRC
If you have any further questions of this nature, please send them to VirtualGL-Devel, not to this list. On 6/15/15 3:07 PM, Marco Marino wrote: > Hi Nathan, thank you for your answer. > I read the code of the plugin (a good way to fun in the sunday) > some consideration and few question

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-15 Thread DRC
Yes, I would say that figuring out the API is a bit of a "squirrel catcher"-- meaning that if you can't get past that part, you are unlikely to get very far with the rest of the project. As Nathan said, the API is easy. Figuring out how to make the plugin encode and stream H.264, communicate

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-15 Thread Marco Marino
Hi Nathan, thank you for your answer. I read the code of the plugin (a good way to fun in the sunday) some consideration and few questions here: - in server/testplugin.cpp there are 2 functions, RRTransSendFrame and RRTransGetFrame. These 2 functions should be the important part of the tra

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-15 Thread Nathan Kidd
On 13/06/15 09:56 AM, Marco Marino wrote: > I understand your point of view, but without any documentation (and a > bit of help) is impossible for me develop such transport plugin. Hi Marco, Having used the plugin API and put my own transport layer in VGL directly in the past, my free and unsolic

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-13 Thread Marco Marino
I understand your point of view, but without any documentation (and a bit of help) is impossible for me develop such transport plugin. Actually i'm also working (part-time) for an ISP as openstack administrator, so i do not have much time. VirtualGL is an interesting software for the cloud, because

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-12 Thread DRC
No, the plugin framework was developed specifically for a customer. The only documentation for it is in the API headers. I wish I could be of more help. This project interests me, but the only way I make money is by consulting and doing custom development for companies regarding VirtualGL an

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-12 Thread Marco Marino
Ok, thanks. Is there some technical documentation for virtualgl developers? I need to understand the code, if i have to write a plugin. And the code is not trivial. I have no experience, and i never read virtualgl code before. However, thanks again for you answers. MM 2015-06-12 22:42 GMT+02:00 DR

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-12 Thread DRC
OK, then yes, with the qualifications that you mention (a workload that updates a predictable area of the screen in a predictable way, i.e. games & video applications; low-bandwidth; reasonable image quality), then a video codec such as H.264 is definitely going to be the best solution. I am w

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-06-12 Thread Marco Marino
Thanks for your answer. As you told "H.264 doesn't benefit all applications-- mainly it will only improve the situation for games and other very video-like workloads". And this is my purpose! I need a reliable, high latency network compatible "transport". I'm interested in gaming, and video reprodu

Re: [VirtualGL-Users] VirtualGL - reduce bandwidth with compression

2015-05-27 Thread DRC
Depending on what you really need to do, it may not be necessary to get that fancy. Most users of VirtualGL use it with an X11 proxy. TurboVNC is the X proxy that our project provides and which has features and performance specifically targeted at 3D applications, but there are other X proxie