Top 5 Things I've Messed Up in Live Streaming

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June 24, 2014 - SF Video Technology Meetup. Live streaming can be difficult and challenging, yet extremely rewarding. In the video gaming world, it has become the most powerful way of reaching your audience. It combines traditional web technologies with even more traditional broadcast video stacks in a "it's going live now" environment. In this presentation Lee Chen, head of product at Fastly, goes over the top 5 things that have lost him sleep, made his eyebrows go up, and sometimes even made him fail -- what he did to correct it.

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Top 5 things I’ve F’d up (In Live

Streaming)

About me

• GotFrag.com

• Major League Gaming

• Product Manager for Streaming Media at

Fastly

• Head of Product at Fastly

What’s this all about?

• Live streaming (not live linear)

• The (comedic) errors:

5. Forest, Trees. The big picture.

4. Latency sucks.

3. Failover. Not Fall Over.

2. Redundancy is not redundant.

1. Death by a thousand cuts. Measure it!

Some assumptions

• What:

– Live streaming is hard

– It shouldn’t be.

– But it is.

– It’s real time.

– So it’s hard.

• Why:

– “Analog” broadcast to “Digital”

medium

– Every step of the signal path can

break it

– And then there’s the Internet.

#5: The whole picture is important

• Analog to Digital

• Wires to Code

• Complexity

• Troubleshooting and QA is therefore

hard

• Studio != Touring Show

Live Streaming (Analog Side)

Live Streaming (Digital side)

#5: What got F’d.

• Audio out of sync

• Root cause was on the switcher <>

audio board

• Keyframes >1s on Encoder

compounded problem

#4: Spoilers suck

• Time Behind Live (TBL) is critical

• Broadcast standard is <15s TBL

• In other words, latency sucks.

– Latency = Buffering, jitters

– Latency = Spoilers

– Latency = WTF just happened.

Latency Sources (Digital side)

Source Ideal Avg Latency

Encoding <100ms

Uplink IP = <100ms, Sat = <1500ms

Ingest <10ms

Transcoding 50 - 500ms

CDN 150 – 1500 ms

Last Mile: Player / Browser / User Internet

?????

Total: 3610ms (3.6sec) + Last mile

#4 What got F’d

• RTMP delivery sucks on a CDN

– 5min into broadcast = 5sec TBL

– 30min into broadcast = 30sec TBL

– 8hrs into broadcast = 2min TBL

• Trolls hate spoilers. So do legit fans.

• Separate stack from normal delivery, older

hardware

• HTTP streaming is the answer (HLS!!)

#3: Fail over. Not Fall over.

• Duh.

#3: What got F’d

• Just cause the vendor says so, doesn’t

mean it _IS_ so.

• Test it.

• No really, TEST IT.

• Can you fail back and forth?

• Does it cause disconnects at player?

#2: Redundancy is not redundant

• Analog

– Matrixed encoders

– Multiple uplinks

– Back up routers

• Digital

– Cloud transcoding

– Multi-CDN

#2: What got F’d

• Production Budget

– $10k/hr for sat truck

• Upstream ISP link

from venue died

• Fix: Microwave pt to

pt to the Luxor.

#1: Real time feedback. Flexible solutions

Digital feedback:

• Analytics.

– Disconnects

– Buffering

– Edge usage

– Load on systems

– Geo distro

– etc

Analog feedback

• Leverage the audience

– Twitter

• Watch the stream yourself

• Filter the noise

Flexible partners and solutions

#1: What got F’d

• Tendency is to have digital side isolated from the

analog side.

• Don’t. Analog thinks about the room. Digital thinks

about the “Internets” Put the two together.

Thank you

www.fastly.com

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