com.unity.webrtc
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[BUG] RTCDataChannel bandwidth caps based on ping
Hello, It appears that sending byte[] RTCDataChannel seems to hard cap based on ping. For instance, I have 40mbps download to an instance that has a ping of 119ms when transmitting video.
However, when sending data through RTCDataChannel, it locks at around 10mbps. Any thoughts as to why this is? How would we resolve the issue?
@ZeoWorks Hi, I would like to know how you tested for checking this issue.
Thanks, I'm simply sending 110kb worth of data every frame (void update) using channel.Send(byte[]). I have a suspicion it's to do with fragmentation, does this webRTC package automatically fragment packages? Thanks again.
@ZeoWorks I read the article and the problem might be complex. https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API/Using_data_channels#understanding_message_size_limits
InitProperty might be changed the limitation. https://stackoverflow.com/questions/40129119/what-is-the-upload-bandwidth-limit-over-webrtc-data-channels
memo: WRS-192
Any update on this?
@qleguennec Sorry but there is no progress. I would like to know what kind of issues you have about this.
Hello @karasusan , my use case is sending unity game frames to chrome through a webrtc data channel.
The issue is when I increase the size of the data being sent through channel.Send()
, the channel closes in unity, but stays open in chrome, without any error message in either side. Any idea why? It seems related to @ZeoWorks issue.
edit: need to mention, this is only localhost
@qleguennec Thanks for your reply. How large is the data to send? I will check the issue the next milestone.
@karasusan It could be as large as 1366 * 768 * 4 bytes, but ideally we'll switch to 1600 * 900 * 4.