Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime. premium walkthrough


Published on

How and what is premium

Published in: Internet
  • Be the first to comment

  • Be the first to like this premium walkthrough

  1. 1. The making of premium Dag-Inge Aas Tech lead
  2. 2. What is • Web-based video chat with no download, signup or login • An internal, independent startup in Telenor • Team of 20 people from 8 nationalities
  3. 3. Agenda • How we started creating premium • A little about how we work • How we went about solving our problem • What we ended up with
  4. 4. The beginning
  5. 5. Monetizing • Had lots of requests from people wanting to pay • We wanted to prove to ourselves that we were worth paying for • Some clear needs emerged • More people in the room • Customization options • Better screen sharing • Improved quality
  6. 6. Companies wanted to use us • We saw a lot of standup rooms • Bigger corporations wanted to buy enterprise licenses • Support for town hall meetings,
 broadcasting scenarios
  7. 7. Defining the problem we want to solve
  8. 8. What are the users problems? • Users want to pay for, but can’t • There isn’t enough room for the entire team in a single room • The quality is unreliable and unacceptable
 in group calls
  9. 9. Users want to pay for • Luxury problem when you get these requests • User won’t pay out of the good of their hearts
  10. 10. There isn’t enough room for the entire team • A clear need for 8+ calls • How many is many? When does a meeting stop being a meeting and start being a broadcast? • Are the people spectators
 or participants? • We can’t solve this without solving
 our third problem
  11. 11. Quality is unreliable and unacceptable in group calls • The core issue we were facing • No use adding more people, if we couldn’t solve this • No use charging money, if we couldn’t
 solve this
  12. 12. What is quality? • Quality can be any number of things, is it the number of pixels of video you send? A function of latency and jitter? • We define latency as the experience the user has during a conversation. • Does it flow naturally, does it feel real? Does it work as if you are in the same room?
  13. 13. What is bad quality? • Latency in itself isn’t such a huge issue, the human brain is amazing • Variable latency is killer, the brain can’t adjust, social clues break down • So-so, mm, ja. We depend on small clues to keep conversation flowing
  14. 14. Solving the problem
  15. 15. We are peer-to-peer based • We believed peer-to-peer was the superior technology • Really wanted to solve the problem without going for the “obvious”
  16. 16. How can we improve quality? • The Internet is inherently variable • Jitter saves us most of the time, but when it gets too bad, things start to fail • Chrome estimates bandwidth by saturating the link, leading to packet loss • PeerConnections compete in a full-mesh network
  17. 17. RTCStats • • Queries on getStats() and creates aggregates. Currently at 500 features per peer connection. • Syncs to redshift for querying big datasets • connection-times-and-the-power-of-playing-around-with- data-ab11312737e9#.vrqtr3mlq
  18. 18. RTCStats
  19. 19. Network link conditioner to the rescue • Find the limits in a controlled environment • Not always enough, link conditioner is too static, we are looking for big events, not constant losses
  20. 20. Idea: Controlling bandwidth • b=AS:<bitrate> • Can be set dynamically on the receiving end • Set bitrate based on number of people in the room
  21. 21. Partial success • We were able to set the bandwidth, and even network- constrained endpoints worked. After 256kbit/s it was more or less unusable for video • Supersize looked bad, screen sharing ruined displayed resolution-based bitrate modification • Huge realisation when we compared our results to an SFU-based model
  22. 22. Solution: Selective forwarding • Support for more people in rooms • Handles supersize • Lower CPU requirement • Better stability and flow in group calls • It costs a lot more money
  23. 23. Our home-grown SFU • Written in JavaScript with some C-bindings • First working version was only 3000 lines • Globally distributed, uses full-mesh for discoverability of streams on different hosts • Multiple servers in each AWS region
  24. 24. Advantages of building your own • Full control and understanding of the component • Can build custom scaling, simulcast rules • Simulcast based on both network and displayed resolution • “Control your own core technology”
  25. 25. Disadvantages of building your own • You have to build it all yourself • There is a whole bunch of issues you didn’t think about beforehand • Learning how to count • From first prototype to first production use took us 10 months
  26. 26. Architecture • Each SFU provides signalling • Every user connects to their closest SFU using latency- based DNS ( • Global mesh network for peer discovery on publish/ subscribe • SFU requests stream, forwarded through Amazon network to closest exit node
  27. 27. AWS internal network eu-west-1 us-east-1 SFU 1 SFU 2 BobAlice -> ->
  28. 28. Premium
  29. 29. premium Upgrade your room to get extra features: • Up to 12 people in conversation • Better quality and stability • Improved screen sharing • Branding of room 
 $12 per room/month
  30. 30. Try for free! Use coupon code: WEBRTC-JP for one month free
  31. 31. ありがとうございます !