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Section 3.2.1: Clarify Game streaming requirements
Partial fixes for w3c#103
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@@ -298,6 +298,19 @@ <h4>Game streaming</h4>
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delay. This requirement is addressed by jitterBufferTarget, defined in
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[[?WebRTC-Extensions]] Section 6.</td>
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</tr>
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<tr>
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<td>N48</td>
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<td>The application must be able to control video decoding to continue even
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after a frame-loss without waiting for a key frame. This enables fast recovery
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from lossy network conditions.</td>
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</tr>
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<tr>
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<td>N49</td>
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<td>The application must be able to generate signals that indicate to the encoder
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the loss of encoder-decoder synchronicity (DPB buffers) and the sequence
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of frame loss using the platform-agnostic protocols. This helps the application
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from lossy network conditions.</td>
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</tr>
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</tbody>
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</table>
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<p>Experience: Microsoft's Xbox Cloud Gaming and NVIDIA's GeForce NOW are examples of this use case, with media
@@ -1065,9 +1078,22 @@ <h3>Requirements Summary</h3>
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<td>The WebRTC connection can generate signals indicating demands
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for keyframes, and surface those to the application.</td>
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</tr>
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<tr id="N48">
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<td>N48</td>
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<td>The application must be able to control video decoding to continue even
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after a frame-loss without waiting for a key frame. This enables fast recovery
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from lossy network conditions.</td>
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</tr>
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<tr id="N49">
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<td>N49</td>
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<td>The application must be able to generate signals that indicate to the encoder
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the loss of encoder-decoder synchronicity (DPB buffers) and the sequence
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of frame loss using the platform-agnostic protocols. This helps the application
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choose the right recovery method in a lossy network.</td>
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</tr>
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</tbody>
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</table>
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<p class="note">Requirements N40-N47 have unresolved comments from a Call for Consensus (CfC).</p>
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<p class="note">Requirements N40-N49 have unresolved comments from a Call for Consensus (CfC).</p>
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</section>
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</body>
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</html>

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