NETINT Technologies about Streamlined Streaming with THEO Technologies

NETINT Technologies about  Streamlined Streaming with THEO Technologies

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Welcome to NETINT's Voices of Video.  Today, we talk with Pieter-Jan Speelmans,   co-founder and CTO of THEO Technologies,  the developer of the THEOplayer,   and the THEOlive low latency streaming service. We'd love to talk about codecs and CDNs and   encoding ladders when we talk about streaming,  but it's the video player, like THEOplayer,   that the viewer interfaces with, and that largely  controls the viewer experience and certainly the   analytics that we get back from the viewer. Of course, there are many different options   to obtain a player. There's open source,  there's commercial, and Pieter-Jan will  

talk about choosing between open source and  commercial and also the factors to consider   when choosing a commercial player. Then we'll turn to low latency,   which is a streaming mode of interest to many  video engineers. THEOlive is a service that   uses a unique protocol called HESP. Pieter-Jan  will detail general approaches to low latency and  

compare those to HESP, the types of applications  or the type of productions that need low latency,   and then how to produce a low latency  production with HESP in THEOlive.  If we have time, we'll cover what Pieter-Jan  is seeing regarding codec usage from the   player analytics he's getting back from his  customers. Pieter-Jan, thanks for joining us.   Why don't we start with a quick overview of  your background and your history before THEO?  Before THEO, I actually did not work for  that long. I actually started as a software   engineer after studying software engineering,  and then after about a year we said, "We can do   something else. Let's start a company." That's  basically it. There's no more magic behind it.  What was the big idea behind THEO? Originally, it wasn't called THEO yet. The big  

idea was actually aggregating content. We saw that  there was a lot of good content out there and this   was, well, YouTube was there, but pre a lot of  the other services, and we basically figured, how   can we make this easier to discover, basically? So  sort of a recommendation engine aggregation idea.  Okay. So how did this evolve into a  player and a live-streaming service?  Especially back in the day, there  were a lot of walled gardens,   so it was not very easy to aggregate all  of that content. And to get some money in,  

we actually started doing some consultancy work,  helping others bringing their streams live. So,   basically, well, getting the cable from the  OB van, plugging it into a server, getting   that stuff out there, and very soon we actually  noticed that just making it play everywhere was,   well, more complex than you want it. So yeah, that's why we started thinking about,   "Can't we make this simple? Can't  we just remove the need for flash,   remove the need for silver lights?" Stream  it in one protocol, 'cause it was Adobe HDS,   Microsoft smooth streaming, the whole shebang  basically. And that's where the idea came from. 

And what about HESP and THEOlive?  When did those come into being   and what was the big idea behind those? After we had our first player customers,   at one point in time we were working together  with Periscope. So well now, yeah, part of X,   I would say, and I don't know if you even  remember that, but I think it was in 2015   or 2016, I did a talk on Streaming Media  West, together with somebody from Twitter.  I know you were there, Jan. I don't remember if  you remember or I don't know if you remember,   but back then we were actually working on  the first low latency HLS, the LHLS approach,   together with Twitter. And we actually made  the player for that and we started thinking,   "Can't we also improve this?" Because improving on  the HLS protocol, absolutely possible, but it was,   for us, a bit repurposing something that was built  for something else in the past. And we figured if  

we would take a blank sheet, what can we do to  push user experience, to push quality forward,   to make sure that user experience just  in general improves through latency,   but channel changes, all that kind of stuff. What type of applications are you seeing   are migrating towards THEOlive and  using the low latency technologies?  If we're honest, today, most of the services and  most of the use cases really benefiting from low   latency. They're still what I would call the  user engagement segment. So that's very often   things like starting interactive TV shows, but  also and mainly sports betting, and things like   webinars as well. If you're mass distributing,  they have quite some benefit out of that as   well. You could see this as still niche use  cases, 'cause it's not like premium content   being streamed as a TV channel. I don't see the  big value there yet. It'll get there, but today,   it's mostly the user engagement kind of streams. So, what's the latency that you're  

delivering in those type of applications? With THEOlive, we are actually delivering,   well, sub-second latency in the end. On average,  it's like 800 milliseconds, but we have customers,   'cause with THEOlive, you can actually tune  it how low you want the latency to be, we have   customers who tune it as well to 1.5, two seconds,  depending on where in the world they are actually   delivering. If they are delivering globally,  well, then it's not always achievable to go   to 800 milliseconds to a shaky network connection  in Brazil, for example. That's going to be hard. 

Okay. And low latency HLS and DASH are in  practically the four to six second range,   is that accurate? Is that what you're seeing? It's absolutely accurate. It really depends   also on the scale. You can go very low with low  latency HLS and low latency DASH as well. I've  

seen very impressive demos by other people in the  industry, but in my experience, once you really   start going to scale, hundreds of thousands of  people being live, at that point in time, it just   becomes very complex to do that with low latency  HLS or low latency DASH, and you end up in a more   realistic scenario with the broadcast latency.  Six seconds, eight seconds, that kind of ballpark.  Let's dig into the protocols. You've  got a PowerPoint slide for us to let   us compare your technology, HESP  with DASH and HLS and some others.  I'll start actually with sharing in different  slides, which is one that a lot of people   probably know. So of course the slides, this  specific one was actually made by Nicholas   Weil. I think he presented it on segments  at the SVTA Conference. But historically,  

I think most people know this kind of slide from  the people at Wowza. I think they made one of the   first ones really showing this. The classic slide.  It's the classic slide showcasing here as  well, similar to what I said in the past,   the real interactive streams which benefit  from low latency, but also it shows more that   low latency HLS, low latency DASH, they're really  around that broadcast latency. Well, if you really   need to go lower, well, then you have to look  for other alternatives. And yeah, that's what we   wanted to do with HESP as well, really make that  lower, that sub second latency range possible. 

And the other thing that probably is relevant,  Because that's the thing that really kicks in when   you start looking at, "Which protocol should I  use or what kind of service should I use?" At that   point in time, it's not just about latency, or at  least that's my opinion. It's about how much does   it really cost to get this out to the audience  that you want to serve. How is the picture   quality? Are there trade-offs that you need to  take? If you take for example, HLS and DASH, these   protocols, they're very, very good at delivering  a high-quality stream to a massive audience,   but they are compensating on the latency. On  the other hand, if you go to low latency HLS,   low latency DASH, well, very often you are trading  in a bit, shortening GOP sizes, all those kinds of   things. Well, stuff you know way better than I  do, but that's something which is an important  

trade off that needs to be made there. So you're just zooming in on the quality   bandwidth for low latency HLS or DASH,  you're saying the reduced GOP size is   going to restrict the quality or are there  any other factors you're referring to?  And often the GOP sizes are also a part of  the trade-off with channel change times.   That's at least what we are seeing. So  a lot of the solutions where they want   to make sure that you can tune in fast...  I've seen a lot of people move towards,  

yeah, GOP sizes of a second. In my experience at  least, that's cutting it a bit short. I don't know   what your experience is on that, but for most  content, I mean a GOP size smaller than two   seconds starts impacting bit rate versus quality. And somehow, you're avoiding that you're still   using a larger GOP size. Is that why  your quality is better on this slide  

than low latency DASH and low latency HLS? So, what we can actually do with HESP, and   I don't have a slide on how it works exactly, but  with HESP, you actually have two streams. There's   a stream which does only key frames, from which we  can collect a key frame to inject into the normal   stream at any point in time. And this gives us  the ability to change channels very quickly,   but also to change qualities very quickly.  So if there's a need for an ABR switch, we   can execute that at a very short amount of time. But because of that, we've decoupled the latency   and the channel change time from the GOP size.  And this is basically the secret sauce of HESP,   let's say. Well, it's not secret, it's publicly  published on IETF. And it allows us actually to  

do a very nice thing and to, well even  completely decouple GOP sizes from even   segment sizes or anything that you're used to in,  well, today's popular protocols for streaming.  I wrote about low latency technology.  So there's a pretty good description of   HESP on the NETINT website, as well as low  latency DASH and HLS and WebRTC. So they're  

two streams. What are the names for the streams? The normal, the baseline stream is what we call   the Continuation Stream, and that's actually a  stream which could be identical to low latency   HLS or DASH. It's like CMAF-based stream. And then  there's the Initialization Stream, and that's the   special one basically, which allows us to select a  single frame as a key frame at any point in time.  That's the all I-frame stream. And then the  other stream of the Continuation Stream can   be done with whatever GOP size you  want, typically two to four seconds.  Yes, or I've even seen somebody implementing  it without a fixed GOP size. So really looking  

at scene changes, really looking at most  optimal bandwidth usage with occasionally,   like if he was reaching, I think, 10 seconds  or something, he was doing a key frame just   to make sure the GOP didn't become too long. But  that was a very interesting idea, to be honest.  And looking at WebRTC, what are the restrictions  on quality bandwidth for services like that?  It really depends on how you implement WebRTC.  The implementation that I usually see, is you do   a single encode and then you distribute it towards  the entire audience. So that's not how you would  

do WebRTC if you would do it in a video conference  call, but I think that's fine. But there the   problem is actually the channel change time, and  as well, the way how the network really works.  A complaint that we often hear is actually  that, well, WebRTC is made to drop packets.   It's made that it can actually drop frames  occasionally. But if you drop a frame, well,   you need a new key frame to basically restart,  and that often pushes these services to just   reduce the GOP size so significantly  that quality starts becoming an issue.  When you talk about feature completeness,  what are the features lacking in the   typical WebRTC implementation that you're seeing? One of the big ones is listed above that as well,   it's DRM, but this slide is a bit older.  I hope we are getting there. I don't  

think we're really there yet. It's not really  standardized yet or available across the board,   but that's an important one. But also,  WebRTC is strong in metadata carriage,   but it's not very strong in things like, for  example, subtitles and all those kinds of things. 

I've once been told, "You don't have a product  until you have subtitles." And to be honest,   I fear that, especially for the premium  use cases, like the premium content,   that's absolutely a thing. Accessibility,  subtitles, it's very important if you   really want to go after that kind of segment. But that's going to be available on a service   provider by service provider basis, yes or no.  Some services, I think, do provide captions,   others don't. Is that accurate or what? That's accurate, but the problem is that  

it's not standards-based. So as a result  you get, it's the same with the DRM. I   believe that anything can probably be built.  The question is how portable is it towards   other vendors or towards other solutions. Tell us about the production schema. What   do you need on the initiation side if you're  going to use HESP with your THEOlive service?  Well, if you're going to use HESP together  with THEOlive, what you basically need is   you need to provide us with an SRT or an  RTMP feed. The THEOlive product, we see  

it as an end-to-end video API. We just take in  whatever feed you have available and we will give   you a player embed that you can drop anywhere,  website, native app, whatever is needed. Well,   that's or strength, right? The player side. So,  we allow you to basically drop it anywhere and   that's it. It's fully API-driven, you start, stop  whenever you want it to be. But production-wise,   we tried to make it as simple as possible. So it's kind of an end-to-end service,   you scale up as needed, you provide the CDN  type delivery services, the player? Basically,   I send you a stream and you take care of the rest? That's the idea behind it. 

Tell me about device support. I guess  that should also be a strength of yours,   but if I'm going to use the HESP service, what  devices can I support on the playback side?  Well, basically everything, but I need to make one  small asterisk. When you look at player support,   THEOplayer almost supports it everywhere already  today. So our standard support for HLS and DASH,   we cover HESP on those platforms as well, with  one exception being Roku. We have an internal   POC for Roku, but it's not as low latency as we  want yet. I think we hit three to four seconds,   which is not the target that we want.  I know it's better than most, well,  

than any other protocol on Roku, but it's not  something that we are bringing to production yet.  Talk to me about monitoring capabilities. When  I'm producing a live event, I want to know at   the time how the signal's getting through, what  audience engagement is. What type of analytics   do you provide within the THEOlive service? We don't call it analytics because that's not   one of the things that we really focus on, but of  course, we do have all of the monitoring that we   deem necessary for live production. So we do have  insights, for example, on how good is the signal   strength coming through? Are there any frames  being dropped? Are all the frame rates okay?   Is the audio there? All that kind of, what we call  basics that we absolutely have on the ingest side.  But similarly on the egress side, we  do have insights on what is the average   latency that's being delivered? What types  of devices is your audience using? Are there   any stalls happening? What kind of qualities  are people getting? But this is more what we   call the operational metrics, and anybody can  actually add whatever analytic solution that   they would want on top of THEOlive as well. So HESP is a, I guess it's a group standard,  

it's not an ISO or similar standard, is it? No. So what we did is we of course, well,   we started to work on it, well, 2015, 2016  somewhere, but a few years ago we actually started   together with Synamedia, the HESP Alliance, and  we've been evolving the standard from within that,   and we've published it towards IETF as a draft  standard. So it's not an official RFC, who knows,   maybe one day we get there. I don't know how long  it took for HLS to become an RFC, but we'll see.  Are there royalties involved with using the  technology? I know that the organization's page   talks about royalties, and give us a high-level  view and where people can go and get more details   and tell us how that applies if I use THEOlive. If you use THEOlive, there's nothing to be   concerned about. That's something that we will  take care of. If you would use HESP directly,   yes, within HESP Alliance there is a pool that was  started to make sure that if people want to claim   royalties, that they can just join that pool. And  that pool is focused on the player side as well.  

So we developing the player side, that's where the  royalties would need to come from. We try to make   it simple for people. But yeah, all of the details  are basically on the HESP Alliance website,   so that's probably the best source for this. What's the URL of that? HESP.org or?  I think it's HESPalliance.org. And who are the other service providers?   You're not the only provider of HESP-driven  live-streaming, are you? Or are there others?  No, within the Alliance we have a bunch of other  people or companies who have already implemented   it. So, Synamedia I already mentioned,  they have services around it available,  

but also for example, Scalstrm, Ceeblue, they  demoed it actually at IBC a few weeks ago. They   have solutions which are end-to-end available.  And similarly, for example, DRM partners,   like EZDRM by DRM, they have sample streams up  and running as well, with DRM then also included.  What about other player vendors at this point? Not yet. We actually are hoping that others will   start developing players for this as well. But  from THEO's perspective, well, we obviously have   THEOplayer as a player, which is available. So let's switch gears and let's talk about  

THEOplayer. At a high level, what do you  see as the primary functions of the player?  It depends on how you define player. And if  you look at a lot of the open source players,   what they define as the player is actually, it's  a streaming pipeline. You give it a stream and   it renders it out on the screen and it does some  stuff around subtitles, it does some stuff around   multiple audio tracks, and that's about it. And if I talk with customers what they see   as a player, well, that includes the UI, it  includes integrations with analytics, with TRM,   with advertisements, and with all of that kind  of stuff as well. So in my opinion, and that's  

also what the scope of THEOplayer is, well, all  of those things are a part of the player as well.  Open source versus commercial, what are the  big decision points? A lot of people use open   source and develop some of the features you  talked about themselves. If you're talking   to a major corporate customer, what are the pros  you see of commercial, as compared to open source?  The first, because I usually ask a bunch of  questions to them, and the first question   that I think any company should ask itself is,  is this really differentiating you if you are   basing it on open source and building everything  else around it yourself? And very often you don't   really get a competitive edge by integrating an  analytic solution or building a very complex UI   yourself or doing any of that kind of, what  I would call repetitive baseline work that   others have done already hundreds of thousands  of times. And it doesn't, in a lot of cases,  

generate you any additional revenue if you build  it yourself. So for me, that's usually the first   question that people need to ask themselves. And the next question is usually about manpower.   Do you really have all of the people in house to  build all of this, to add the integrations with   DRM, the ads, the analytics to do the maintenance  on it? And yeah, all of the budget that's needed   for that as well. And the last thing where  usually people get convinced, "Yeah, we should   really not be building this in-house anymore,"  is that a lot of the companies that switch to   THEOplayer from building it internally or doing  open source or whatever, at one point in time,   and this will even happen with a commercial  player without a doubt, but at one point in   time you will suffer from some kind of issue, from  some kind of limitation. And if that limitation   is with a vendor of yours, you get on the phone  and you yell and normally it gets fixed or you   switch to a different vendor. But well, I think  the point is usually that it should get fixed.  But if that happens with an open source  solution, well, you can't really call anybody,   you can't really yell at them. And if you  submit a ticket, usually the answer is,  

"Well, we're open for pool requests," and  you need to dig in and you need to dive in,   and you need to understand how that beast is  working. And that's knowledge that, we're hiring   or trying to hire people that know these kind  of things, but that knowledge is extremely rare.  What about the compatibility side? At the  most basic level, the player is in charge   of making sure the video plays reliably on a  platform. How much time do you devote to that  

within your engineering team and how does  that compare to an open source type player?  Most open source players and most in-house  developed video players usually have it a bit   easier. They follow the standard very strictly  or they follow their own stack very strict,   and they know exactly what they will get. We don't  know. We have hundreds of different customers   and they all do something which is slightly  unique. And as a result, we have to be very,   very robust, very redundant, and that's one of  the things that drains a lot of time for us. 

But on the other hand, when you look at it, you  mentioned the player is very responsible for user   experience, it is also the most visible  part. If something goes wrong somewhere   in your streaming pipeline, the player can  probably accommodate for it even a bit and   try to smoothen the user experience. But if that  player goes wrong, then you can have an amazing   pipeline and everything will, yeah, it'll just  be destroyed from a user experience perspective. 

What industries have you been particularly  successful in penetrating with your player?  That's a lot of different industries. If I really  look at it, I think there's a few major verticals,   and one very clear one obviously is the  telcos and the operators, the cable companies   where historically everybody was already  working with to distribute their content.   For example, companies like Swisscom, Telecom  Argentina, they're a few customers of ours.  Also, obviously the broadcasters, companies  like TV 2 or Rai. Trying to tap new markets,   going direct to consumer, trying to  cut out a bit of the telcos doing that,   but that's an interesting story. And also of course the OTT platforms.  

Sometimes linked to the broadcasters, sometimes  linked to the operators, but think of companies   like Peacock. Also, a lot of major sports leagues.  Usually they're a bit protective about their   brands, so we can't always name them publicly, but  if you name a few major sports brands, probably,   well, a few of those are customers of ours. And then even, well, corporates, NASDAQ, CERN,   these are customers of ours as well. It looks  like those are very different use cases, Because   they're of course not doing premium content,  but we're really covering the spectrum from   subscription-based services, to fast channels,  advertisement-based services, and even the   legislation, mandatory European Parliament kind  of things, where the stream is obviously free,   but usually not watch that often. What percentage of your customers   are DRM-protected? That's actually the   bulk of them. So most customers do have DRM  protection on there. Obviously, it's required  

once you get some kind of premium content,  or at least for most of the rights holders,   it's required. If I would need to make a  guess, I would think that's probably 70 to 80%.  Is DRM as complicated as it looks between  the different families of DRM that you have   to use to different targets or is there  an easy button you can push to make that?  It's a good question. Today, in my opinion,  it's not that hard anymore. Four years ago,   five years ago, yes. But for example,  for THEOlive, we implemented this as a   checkbox. You just check the box and your stream  is DRM-protected. That's the level that we think   it can get down to if you would really want to. Well, do I have to choose a certified provider  

like EZDRM or buy DRM or? With THEOlive? No. Of course,   if you would want to set it up yourself, yes,  then you get one of those providers. They,   to date, take care of most of the complexity. And  players like us, we have all of those integrated,   so you just load it up and it's done. So if I check the box and you're a player,  

you're going to handle the DRM and you're  going to send me an invoice, which is fine.   I know I've got to pay and I might as well...  As long as it's simple, I don't really care.  That's the goal, yes. Try to make it as easy  as possible. Streaming is hard enough already. 

Yeah, it's one of the major DRMs that you're...  Why don't you give us a two-minute overview of   which DRMs to which platforms you're supporting? Top of my head, obviously all of the Google   platforms, Android, Android TV, Fire TV,  Chrome, and similar, meaning all of the   Edge-based browsers these days or Chromium-based  browsers. A lot of the smart TV platforms, all of   those will do Widevine. A lot of the older smart  TVs obviously with those platforms, they will all   do PlayReady as well. And Apple will always be  Apple, that will probably always be FairPlay. 

The more interesting thing these days is if you  approach it the right way, then you can actually   start combining all of those with CBCS, DRM.  And only disadvantage you have is the old smart   TVs. And then I'm thinking, well, not that old but  smart TVs that you bought a year or two ago in the   store, those will not do CBCS, DRM yet. But the  difference, Widevine, PlayReady, FairPlay, for me,   it's more becoming a brand compatibility kind of  thing. The real question I think will soon be,   is it going to be CTR or CBCS encryption  and soon it'll probably all become CBCS.  And what are you seeing in terms of  CMF versus HLS and DASH? How quickly   is CMF making an impact and the analytics  you're getting back from your customers?  So, CMF itself, of course HLS and  DASH, are fully compatible with that,   so that's great. But if I look at, for example,  HLS itself, how many segments have become CMF,  

compared to how many segments are still transport  stream, most of the VOD archives are still   transport stream, and I don't expect that to  change anytime soon. Even though it could be   very easy to migrate those, it's just a cost.  But today, I think most of the customers are   using fragmented MP4s and CMF already. So it's  an evolution, but especially on the live side,   I think it's moving in the right direction. I was going to ask, what are the trends  

you're seeing on the live-streaming  side? Mostly CMF at this point, or?  Mostly CMF. I am noticing a trend towards more  HLS compared to DASH as well, which I found   interesting. Reason for that probably being the  mandate from Apple, or at least the tight coupling   from Apple with HLS on their platforms. But beyond  that, yeah, I don't really see any big advantages   between HLS or DASH. Well, HESP-wise, of course,  that's CMF compatible as well. Of course I'm  

cheering that that one day will become a standard  as well, that everybody is using, but we'll see.  So let's finish off with a look at codecs.  What type of analytics do you get back from   your customers on which codecs they're using? We don't harvest the analytics ourselves, of   course, so we leave that up to our customers, but  obviously we do get insights from our customers.  What are you seeing? Historically, of course,   everything H.264, all the things. That's  something which is still very much the case,   but especially on smart TVs. These days  as well, more and more companies and more  

and more customers are looking at mixed  ABR ladders. HEVC definitely on the rise   for smart TVs. Let's see if the recent lawsuits  with Netflix and others will change that or not,   who knows? And AV1 actually surprisingly also  getting a little bit more traction over the last   year already. Not that commonly deployed yet.  I actually see VP9 still a bit more than AV1,   but it is a clear trend that those protocol  or those codecs are also on the rise. 

Give us a percentage of AV1  and tell us who's using it,   if there's any concentration you can identify. I would probably think that on all the bulk of   video that we are doing, it's probably  still less than a percent for us.  Pieter, your comment on hybrid encoding  ladders raised a question. How much detail   do you know about what people are doing on the  hybrid side? If I'm offering H.264 and HEVC,   do I do it in two separate ladders like  Apple recommends? Or do I have a hybrid   ladder that's got H.264 on the bottom rungs and  HEVC on the top rungs? What are people doing? 

We see both. In the past, most customers  did separate ladders, but of course it's   not always economically interesting to really  do that. So, these days we're seeing more and   more companies switching towards HEVC for the  higher rungs and then H.264 for the lower rungs,  

and not every platform allows for it, so that's  an asterisk to make. But on most platforms you can   today seamlessly switch between H.264 and HEVC.  So, that's a very relevant change that we've seen.  And on those platforms where it's not possible  to do a seamless switch, what we do as a player,   or what we at least attempt as a player and try  to provide as a possibility for our customers,   is that we start with whatever the best codec is  for the curing bandwidth and the curing device,   and if we see that it would be possible to switch  towards the other codec to get a better quality or   because we need to switch down, at that point  in time, we can actually make that switch,   depending on customer configuration. So if  a customer could configure like, "I want to   stay with H.264 and that's it," then we will  not dynamically switch. But if they would say,   "Yes, you're allowed to switch dynamically," even  though it might degrade user experience because   there will be a black screen inserted in between  the switch or the switch will be very noticeable,   that's an option that we provide for those  devices that don't allow you to switch smoothly. 

How much of that is 4K and  how much of that is 1080p?  Most of the times when it's about  HEVC or AV1, it's almost always   the discussion always starts with 4K. For  1080p, yeah, I see a lot of H.264 still.  What are you seeing 10-bit versus 8-bit and HDR  versus SDR? And if you're not getting data back,   then let me know. But how much 10-bit  usage outside of the premium content field,  Outside of the premium content field, I think  the value will be zero for at least what I know   about. If I look at the premium content  side, for example, services like Peacock,   obviously they serve HDR as well, they  do the whole Dolby Vision, Dolby Atmos,   all that kind of stuff they have in there as well. I got a question in about THEOlive. You talked  

about maintaining low latency with large  audience sizes. What audience size are you   talking about? What's the largest in terms  of viewers type production have you achieved   with THEOlive? And what latency was that? I would need to check, and I know that there's   a very big one coming up in a few weeks that a  lot of people are very happy, but also a bit,   well, wanting to monitor for as well. I think  today it's, yeah, tens of thousands, 100,000,   that kind of ballpark we've seen already today.  And that's usually at latencies, let's say, 800  

milliseconds to a second. That's the latency that  we see there. It depends a little bit on location,   on device, there are always some users who go to  a second and a half. There's always some users who   are a bit lower than the 800 milliseconds as well. Usually, services talk about synchronizing those  

so everybody's at the same place.  How does that work with THEOlive?  So, when you set what the target latency is that  you would want to have, so if you would say,   instead of go as low as possible, you set it to  go to a second or go to a second and a half. At   that point in time, all of the players will try  to synchronize themselves 'cause they will all   try to achieve that same latency. If you just say  go as fast as possible, yeah, it's of course not  

synchronized, but it's as fast as possible. What do your customers typically? I'm an   auction house or a gambling house,  how synchronized do I have to be?  Most of the betting people, they will basically  put it and try to synchronize around a second,   a second and a half. That's at least the  experience that I have today. Simply to level the   playing field a little bit, make the integration  with the metadata slightly easier as well,   because in those cases it's highly important  that all of the metadata is in sync. But yeah,   that's more or less the ballpark that I see there. Couple of questions about origination streams with  

HESP and THEOlive. What are the recommendations in  terms of configuration for the origination stream,   so GOP size, B-frames, profiles, codecs? B-frames and low latency, always a bad   idea. That's not just my opinion I hope. So  that's something that I would not recommend   for the origination stream. And beyond that,  it really depends on what kind of output you   want to get. So what we see is when people want  to output a 1080p stream, yeah, it doesn't make   a lot of sense to send us a 4K feed feed. Similarly, when there are customers who  

want to output like 720p, very common  as well. Sometimes even it's like,   what is it? 576p for some of the betting or when  they don't have rights to go higher than that and   they run it at two megabits or something, yeah,  then don't send us a 16 megabit stream. Then it   makes a lot more sense to take a two megabit or  a four megabit-style stream, send that to us,   and then we can take it from there. And obviously,  frame rates don't force us to transform 25 frames   per second to 30 or vice versa. That's of  course not something you should be doing.  A question about HEVC versus  H.264. Any preference?  We think both, but most people send us H.264  still today, which is fine. We can take either. 

And I guess the last question talks about  hardware versus software encoders on the   origination side. How many people are sending  you a stream from Wirecast or OBS versus some   of the hardware encoders that are out there? That's a good question. I do know that there's   a lot of people on the event side that are  still using things like OBS or Wirecast. I   think most of the more serious content that  we have, they have dedicated devices for this   kind of contribution, so probably, well,  a part is still going to be in software,   but a nice part is probably in hardware as well. Which protocols are you seeing being streamed   to you, RTMP and SRT, or what  are you seeing as the mix now?  Most of it is still RTMPS, and the reason for  that appears to be relatively straightforward.  

With SRT, there's a lot of good tools, but  very often there's not a lot of flexibility   in how big you want the buffer sizes to be.  And as a result, we sometimes see that using   SRT actually adds latency on top of RTMP, so  if the network connection is stable, there's   no real added benefit of using SRT every time. One other question popped up. You were one of   the first implementers of LCEBC. What are you  seeing on that front? Are you seeing increased   adoption or is it about to explode? Or what's  your sense of what's happening with that codec?  It's an interesting story, I think. Are we  seeing an increased interest? Absolutely. Are  

we seeing a lot of adoption today? I think that  the answer is unfortunately no. But interest-wise,   that's definitely something which is increasing. What does that mean? Does that mean it's about to   pop or you just still don't know that  it's going to be successful or not?  It's difficult to say. If there is one thing still  holding it back, I think it's the DRM question,   which especially for most of our customers,  makes it very difficult. You can't do DRM   with LCVC today, or at least definitely not  hardware-based DRM, and that's, for most of   the premium content, that's still a limitation. For some of the user generated content, there it's   obviously not an issue. And as a result, I do see  a lot more interest coming from that corner. But  

I know a lot of the big telcos and some of those  types of customers as well, they've looked at it,   they're interested in it, they want to test  with it. But once they hit the DRM wall, yeah,   that's usually when interest goes to sleep  again, until they get to solve that as well.  Well, give us a couple of websites,  I guess, THEO Technologies. What's  

your website? Is it THEOplayer.com? Yes. THEOplayer.com is still the place   where you can find, well, almost all of the  information. HESPalliance.org probably a good   source for HESP kind of information, but that's  at least two places that I'm most active on. 

Listen, thanks for your time today. This was  a lot of fun and pretty interesting stuff,   so thanks for agreeing to chat with us. It was a pleasure for me as well.

2023-10-11 15:45

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