From dff8cb5ee891825afd3e514c060176af384ae9a4 Mon Sep 17 00:00:00 2001 From: bicarus <202771338+bicarus-dev@users.noreply.github.com> Date: Wed, 19 Aug 2026 03:08:19 -0700 Subject: [PATCH] Updated Video Stream (markdown) --- Video-Stream.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Video-Stream.md b/Video-Stream.md index 8b9186e..b1254f7 100644 --- a/Video-Stream.md +++ b/Video-Stream.md @@ -87,7 +87,7 @@ Decode on the platform side and render into a `Texture`. A platform channel hand ## Limitations -- One stream per screen, and four connections in total, so with four screens that is one each. Anything beyond either limit gets `503 Service Unavailable` and is closed immediately, so back off rather than retrying in a tight loop. +- One stream per screen. Anything beyond either limit gets `503 Service Unavailable` and is closed immediately, so back off rather than retrying in a tight loop. - A client that vanishes without closing its socket keeps holding its screen until the send times out, which takes a few seconds. A reconnect arriving sooner than that is refused, so retry with backoff rather than assuming the screen is gone for good. - Each stream runs its own encoder on the machine hosting the game, and every captured frame costs that machine a present cycle. Streaming two screens at once roughly halves the rate each one can reach. - A client that stops reading is dropped after five seconds. The server never buffers a backlog for a slow reader; it skips to the newest frame instead, so frames are lost rather than delayed.