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@@ -19,9 +19,9 @@ The server ends the connection if the game changes resolution. Treat a closed co
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| | `stream.mjpg` | `stream.h264` |
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| --- | --- | --- |
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| Container | multipart/x-mixed-replace | none |
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| Bandwidth | ~20x higher | low |
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| Bandwidth | about 2x to 20x higher | low |
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| Plays in a normal player | yes | yes |
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| Works in a browser | yes, in an `<img>` tag | no |
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| Works in a browser | yes, in an `<img>` tag | with some work |
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| Client work | none | drives a decoder itself |
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`stream.h264` is the default choice for an app. H.264 costs roughly twenty times less bandwidth than MJPEG and phones decode it in hardware, which matters a great deal for battery life. It is a bare elementary stream, so the app feeds the bytes to MediaCodec or VideoToolbox itself and nothing sits between the socket and the decoder.
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