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How Canva Scaled Real-Time Collaboration with WebRTC: from WebSockets to Seamless P2P Communication
Canva recently shared how it implemented real-time mouse pointers for collaborative whiteboarding. Canva chose a WebRTC-based solution to improve scalability, reduce latency, and lower backend load. Since WebRTC uses peer-to-peer communication, Canva can provide users with a smoother, more performant real-time experience than a traditional backend-based WebSocket and Redis solution.
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10 Years after Inception, WebRTC Becomes an Official Web Standard
Web Real-Time Communications (WebRTC) recently became a web standard. This is a major milestone on a long journey for WebRTC that started in 2011 with Google open-sourcing key necessary technologies. The new standard will continue to evolve as the WebRTC Working Group strives to integrate new use cases — live processing of audio and video feeds, Internet of Things use cases, and more.
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Zoom on Web: WebAssembly SIMD, WebTransport, and WebCodecs
At the recent web.dev live event, Google V8 product manager Thomas Nattestad explained some of the proposed additions to the web to support Zoom and other video conferencing features within the web browser.
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Digium Open-sources Respoke SDKs for WebRTC and Messaging on iOS and Android
Digium, maker of WebRTC platform Respoke, has introduced open-source SDKs for iOS and Android that aim at making it easier to add real-time audio and video communication support to mobile apps. Furthermore, the SDK includes support for instant messaging and uses push notification in order to work even when running offline or in the background.
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ORTC and the Future of WebRTC
The first stable ORTC (Object RTC) specification is out. The questions is how is it going to impact WebRTC?
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Wrangling WebRTC: Challenges and Opportunities for Real-Time Communication
At QCon New York 2013, Gustavo Garcia gave a talk on WebRTC, the new real-time communication component of HTML5. WebRTC is a set of technologies that enable real-time, low-latency communication between peers, for instance to used for video and audio conferencing as well as gaming.