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Section 3.2.1: Clarify Game streaming requirements
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Partial fixes for #103
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xingri committed Nov 15, 2023
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Expand Up @@ -298,6 +298,19 @@ <h4>Game streaming</h4>
delay. This requirement is addressed by jitterBufferTarget, defined in
[[?WebRTC-Extensions]] Section 6.</td>
</tr>
<tr>
<td>N48</td>
<td>The application must be able to control video decoding to continue even
after a frame-loss without waiting for a key frame. This enables fast recovery
from lossy network conditions.</td>
</tr>
<tr>
<td>N49</td>
<td>The application must be able to generate signals that indicate to the encoder
the loss of encoder-decoder synchronicity (DPB buffers) and the sequence
of frame loss using the platform-agnostic protocols. This helps the application
from lossy network conditions.</td>
</tr>
</tbody>
</table>
<p>Experience: Microsoft's Xbox Cloud Gaming and NVIDIA's GeForce NOW are examples of this use case, with media
Expand Down Expand Up @@ -1065,9 +1078,22 @@ <h3>Requirements Summary</h3>
<td>The WebRTC connection can generate signals indicating demands
for keyframes, and surface those to the application.</td>
</tr>
<tr id="N48">
<td>N48</td>
<td>The application must be able to control video decoding to continue even
after a frame-loss without waiting for a key frame. This enables fast recovery
from lossy network conditions.</td>
</tr>
<tr id="N49">
<td>N49</td>
<td>The application must be able to generate signals that indicate to the encoder
the loss of encoder-decoder synchronicity (DPB buffers) and the sequence
of frame loss using the platform-agnostic protocols. This helps the application
choose the right recovery method in a lossy network.</td>
</tr>
</tbody>
</table>
<p class="note">Requirements N40-N47 have unresolved comments from a Call for Consensus (CfC).</p>
<p class="note">Requirements N40-N49 have unresolved comments from a Call for Consensus (CfC).</p>
</section>
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