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I designed my own fast game streaming video codec – PyroWave


Streaming gameplay from one machine to another over a network is a reasonably popular use case these days. These use cases demand very, very low latency.

Entropy coding is an absolute nightmare for parallelization, which means encoding solely on the GPU with compute shaders becomes an extremely painful affair. After the required number of bits have been saved through some prefix summing, we have achieved a roughly optimal rate distortion across the entire image in fixed time. It was this game that actually gave me the last push to make this codec since even at 50 mbit/s with motion estimation, I recall some sections giving the encoder real trouble.

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