That's a 1/4 megabit per second. The codec should be around 32,00 bytes and thus 256,000 bits. The problem is the Internet is not multicast so if I'm on with 8 participants that's 8 * 32,000 bytes and our distributed clocks are nowhere near sample accurate.
If you really want to have some fun come out to the country side with me where 4G is the only option and 120ms is the best end to end latency you're going to get. Plus your geolocation puts you half the nation away from where you actually are which only expounds the problem.
On the other hand I now have an acquired expertise in making applications that are extremely tolerant of high latency environments.
The first time I learned about UDP multicasting, I thought it was incredible, wondering how many streams were out there that I could tap into, if only I knew the multicast group, and all with such little overhead! Then I tried to send some multicast packets to my friend's house. I kept increasing the hop limit, thinking I was surely sending my little UDP packet around the world at that point. It never made it. :(
> If you really want to have some fun come out to the country side with me where 4G is the only option and 120ms is the best end to end latency you're going to get.
That's basically me. 80ms on LTE or 25ms on Starlink.
If you really want to have some fun come out to the country side with me where 4G is the only option and 120ms is the best end to end latency you're going to get. Plus your geolocation puts you half the nation away from where you actually are which only expounds the problem.
On the other hand I now have an acquired expertise in making applications that are extremely tolerant of high latency environments.