[sldev] Call for requirements: ISO MPEG-V (mpeg for virtual worlds) Deadline: July 16, 2008

Argent Stonecutter secret.argent at gmail.com
Sun May 25 16:56:40 PDT 2008


On 2008-05-25, at 18:16, Lawson English wrote:
> Argent Stonecutter wrote:
>> On 2008-05-25, at 15:32, Lawson English wrote:
>>> Sure, but MPEG-4 streams audio/video anyway, and I doubt that  
>>> there's more data coming into SL than a streaming QT movie,  
>>> MPEG-4 or not.
>>

>> Um, I'd think about that again if I were you. Steady state, maybe  
>> not, but right after you rez? Bandwidth requirements in SL when  
>> you're moving around from area to area and sim to sim are pretty  
>> high these days.
>

> For a new sim yes,

Which means "for the start of any new stream".

>> But then you wouldn't be encapsulating the game engine, which is  
>> what I thought you were talking about. Now you're talking about a  
>> standardized scheme that the SL environment could be mapped into,  
>> which is what I was presenting as a more credible alternative.

> Sorry. I hadn't even dreamed of encapsulating the game engine  
> itself, which is probably why I misunderstood half of what you were  
> talking about.

Isn't that the example you used?

> At the least, you need a reasonably good way to send data back to  
> the server. I think I was wrong: there's no real 2-way pipe in  
> MPEG-4 streaming. There's bound to be "resend lost data" signals,  
> but we need something to send, at the least, keypresses for avatar  
> movement, and preferably ways of uploading data for baked textures,  
> locally built items, etc.


In other words, just run Second Life.

What I was talking about was having a stripped down version of the  
viewer that takes care of the presence and "avatar is still alive"  
stuff, and then repackages what comes in from the sim in the new  
streaming format, with feedback coming in through a separate control  
channel if you're not just replaying an existing sequence of events.  
Moving around in this world would mostly be changing the viewpoint of  
the camera, and sending controls back via HTTP to update the games- 
eye-view of the camera position when needed.




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