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Yeah as the sibling comment mentions these WebRTC implementations do not scale. While you "can hook it up" for hyper-specific applications and use cases, it does not scale to say an enterprise, where a single SA needs to support LL streaming out to tens of thousands of users.

I imagine the (proprietary) stadia implementation is highly tuned to that specific implementation, with tons of control over the video source (cloud GPUs) literally all the way down to the user's browser(modern chrome implementations). Plus their scale likely isn't in the tens of thousands from a single origin. Even still, I continue to be blown away by the production latency numbers achieved by game streaming services.

And my use-case is no use-case or every use-case. I'm just a lowly engineer that has seen this gap in the industry.




Well, clearly it wouldn't work for something with always unique files like video-conferencing or game streaming, but with a limited number of files we already have an example of a non-HTTP working solution : Popcorn Time.

Also PeerTube seems to have found a way to combine the cheapness of peer to peer and the reliability of an (HTTP?) dedicated server, I wonder how did they achieve this ?


What makes you write that “these” WebRTC implementations do not scale? Which implementations do you have in mind and why do you think they do not scale? Where do they fall over, and at what point?




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