Dolphin, the GameCube and Wii emulator - Forums
stream the control and the dispay over the net - Printable Version

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+--- Thread: stream the control and the dispay over the net (/Thread-stream-the-control-and-the-dispay-over-the-net)



stream the control and the dispay over the net - BielBdeLuna - 11-10-2015

could it be possible to implement some sort of VNC over the net with the emulated content?

so from the high-end computer the game is being emulated and from a computer besides the TV the game is displayed and controlled.

sort of how Steam does it

what do you think?


RE: stream the control and the dispay over the net - BielBdeLuna - 11-10-2015

maybe even the movie recorder infrastructure could be sued, but instead of saving the frames in a file send them via the net?


RE: stream the control and the dispay over the net - Neui - 11-11-2015

Why you don't just use the Steam In-Home Streaming? I never tried it with Dolphin, but you might try it. You even mentioned it.
I don't think a developer goes that trouble when Steam can already do it.

Also, can you repeat the last post more clearly? You suddenly speak about "sending via the internet instead of saving in the file", but in the previous post you said "streaming (or VNC as you call it) over the internet"...


RE: stream the control and the dispay over the net - BielBdeLuna - 11-11-2015

I don't know how Steam does it, nor I didn't know Steam allowed you to stream content outside of their platform.

What I meant was to stream the rendered content via internet, sort how Gstremer does it, or how VNC does it along the sound and the control inputs.

once the frame is rendered, add it to the sound signal fragment related to that frame (is named multiplexing?) and send it over the net, and for the input I don't know... I guess the way how multi-player games do it.

would it be possible?


RE: stream the control and the dispay over the net - Neui - 11-11-2015

It says on their FAQ: "Streaming non-Steam games in the Steam library [b]may work[/n] but is not officially supported."
It is possible, you can just try the Steam In-Home Streaming.

There is no real reason (for me) to implement this in dolphin. (But i am not a developer, before you ask.. (And i don't really know C++, just some C))


RE: stream the control and the dispay over the net - DrHouse64 - 11-11-2015

Simply add non-steam game Dolphin.exe to tour steam library.

Steam in home streaming is limited to local network. You can easily bypass this limitation but you need a very strong connexion if you want no lag and consistent 720p30fps over the net.
VNC can have lag and low resolution/frame rate because it does trivial things like command lines or desktop configuration, but video games needs <1s inputs and descent frame rate.
ln the end, it's like trying to setup a cloud gaming service like Gaikai.


RE: stream the control and the dispay over the net - BielBdeLuna - 11-11-2015

Could something like this be implemented for Doplhin so no need of a privative solution would be necessary?
The idea isn't to distribute the gameplays over internet but to play the games on a TV when you can't have the high-end computer by the TV


RE: stream the control and the dispay over the net - Jack Frost - 11-11-2015

I once looked into doing that (as mentioned, using the frame dumping features), but didn't really get anywhere with the actual streaming infrastructure. And that doesn't account for sending input back either. It's certainly doable, but the actual implementation is a bit beyond my current skillset (in particular, the part where Dolphin acts as kind-of media service, offering a RTMP stream source for example). A quick test using MJPEG served over a very basic and hacked-together HTTP interface did work surprisingly well tho, but I didn't really measure the actual latency or so back then...


RE: stream the control and the dispay over the net - BielBdeLuna - 11-11-2015

what latency would represent the threshold before being too much for let's say 60 fps games? two times that (for a sampled measurement the best practice is dividing by two the samples)? 1s/60hz => 66ms maybe then a 33ms maximum of latency?

so in 33ms the system should encode the image in a streamable friendly signal, which should incorporate sound in a package while in return it receives input signals for the next sample? the buttons could be sent as single bytes per sample (each button being a bits in a collection of them within a byte) and the joysticks info as.... I don't know.