-
Notifications
You must be signed in to change notification settings - Fork 1.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Low latency playback does not accurately estimate throughput, uses too high quality level #3538
Comments
Thanks @sandersaares for raising this issue. We have been able to reproduce, identified the root for this problem and are working on a solution to this. |
Hi @sandersaares, with out new throughput measurement method the low latency streaming looks like this |
Thanks for reporting this issue in LoL+ bandwidth measurements. PR 3663 addresses this issue |
This issue has been automatically marked as stale because it has not had recent activity. However, it might still be relevant so please leave a short comment if it should remain open. Otherwise the issue will be closed automatically after two weeks. Thank you for your contributions. |
unstale |
This issue has been automatically marked as stale because it has not had recent activity. However, it might still be relevant so please leave a short comment if it should remain open. Otherwise the issue will be closed automatically after two weeks. Thank you for your contributions. |
This issue has been automatically closed because no further activity occurred. If you think this issue is still relevant please reopen it or contact @dsilhavy. Thank you for your contributions. |
This issue appeared again at MHV 24. The estimated throughput was higher than the expected one. |
Environment
Steps to reproduce
Observed behavior: general
For the L2A/LoL algorithms, player estimates throughput at 2000+ Kbps, which is far above server-enforced limit of 1500 Kbps. Choice of throughput estimation method does not appear to make any difference as far as I can tell.
For the BOLA/throughput algorithms, quality level is just stuck at minimum all the time. I assume these are not tuned for low-latency but include them here for completeness - what I care about is low latency behavior here.
Observed behavior: L2A ABR
With L2A ABR algorithm: player constantly stalls. Player tries to use 1500 Kbps quality level, which does not fit within 1500 Kbps budget (when added audio + overheads).
Observed behavior: LoL+ ABR
With LoL+ ABR algorithm: player constantly speeds up and slows down as it is unable to maintain buffer level. Player often tries to use 1500 Kbps quality level and occasionally drops down briefly.
Observed behavior: Throughput ABR
With "throughput" ABR algorithm: player is stuck on minimum quality level (250 kbps).
Observed behavior: BOLA ABR
With BOLA ABR algorithm: player is stuck on minimum quality level (250 kbps).
Expected behavior
Maintain stable 1000 Kbps quality level.
(Screenshot with manually selected quality level)
The text was updated successfully, but these errors were encountered: