Safe Network Online Gaming

Yea best performance would be the player is always a few seconds behind so that optimal buffering levels are maintained. Different lag times for each chunk might make the playback seem a little choppy. So that is another reason for a player that understands its a live stream. Quite likely a one second delay behind the actual live stream would be a good point allowing some buffering without being too far behind allowing interaction with the streamer like a youtube live stream with their side chat running

Well if it is one byte out then its a different chunk. But if you just inserted in the data map whole chunks from the original then yes it would become a very efficient use of storage. How many milli seconds (or seconds) would a chunk represent for say 1080p30 stream? That would be the quantisation if keeping chunk boundaries for a segment of video.

But this may not work since syncing could be an issue. Key frames and all that.

Maybe a special writer could be developed that started each key frame on a new chunk. No increase in storage size, just some chunks (ones just before key frame) are small when new key frame occurs. This would have an increase in store cost due to extra chunks being written

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A peer-to-peer virtual worlds/game platform like Open Cobalt, but with all assets like scripts and 3d models being on SAFE would be great.

Open Cobalt is a bit a like peer to peer version of Second Life, the project seems to be dead though. It was trying to create what’s been described in science fiction numerous times like the Metaverse in Snow Crash or The Oasis in Ready Player One.

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I think that proper live streaming requires transcoding the video on the fly into different bitrates. That’s what the LivePeer project is about I believe

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