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In SimCity™ 4, you don’t just build your city; you breathe life into it. Sculpt mountains, dig riverbeds, and seed forests as you lay the groundwork for your creation.
ISM in video. We hope you will find the time to visit our school and see for yourselves the programmes and facilities we offer. In the meantime please take a few minutes to make a 'virtual visit' by watching this short introductory film about ISM. Nov 12, 2018 - “Materials” mean text, data, photographs, graphics, audio, video. Silverlight, SmartScreen, SQL Server, Visual Basic, Visual C++, Visual Studio. The job's parent identi er (if any), empty if no parent. Manages speci c requests for the ISM.
Tina Haines gave a moving message after we watched Chris Tomlin's Amazing Grace My Chains are Gone music video. That view is so small and limited, a lot of unhealthy and desperate aspects come into our lives - things like anxiety, loneliness, fear, materialism, hedonism, competitiveness, and so on.
Then, use your god-like powers to construct the most realistic metropolis you can imagine. Whether you want to build mansions on mountainsides or cross canyons with bridges, the impact of your decisions is immediate. But while each click of the mouse can create, it has equal capacity to destroy. Capping an erupting volcano might save your city, or it might reroute lava down busy city streets.
Sending police to quell a riot might calm down the crowd, or it might spur even further anarchy. With every decision you make, your city and your Sims will respond – for better or for worse.
It’s up to you to be their guide. In SimCity™ 4, you don’t just build your city; you breathe life into it. Sculpt mountains, dig riverbeds, and seed forests as you lay the groundwork for your creation. Then, use your god-like powers to construct the most realistic metropolis you can imagine.
Whether you want to build mansions on mountainsides or cross canyons with bridges, the impact of your decisions is immediate. But while each click of the mouse can create, it has equal capacity to destroy. Capping an erupting volcano might save your city, or it might reroute lava down busy city streets.
Sending police to quell a riot might calm down the crowd, or it might spur even further anarchy. With every decision you make, your city and your Sims will respond – for better or for worse. It’s up to you to be their guide. The SimCity 4 Deluxe Edition includes both SimCity 4 and the Rush Hour expansion pack, which gives you more control over your city’s transportation options, plus two bonus disasters: UFO attack and Autosaurus Wrecks. Patches for SimsCity4 and SimCity 4: Rush Hour or Deluxe Edition are still available. To download the most recent patch, please click on the link for your region: SimCity 4 • North America, South Africa, India, Pakistan, Australia, and New Zealand: • South America, Africa, Europe, Russia, Mexico, and Central America: • Korea, Thailand, Taiwan, and (some parts of) Hong Kong: • Mainland China: • For Japan: SimCity 4: Rush Hour or Deluxe Edition: • North America, South Africa, India, Pakistan, Australia, and New Zealand: • South America, Africa, Europe, Russia, Mexico, and Central America: • Korea, Thailand, Taiwan, and (some parts of) Hong Kong: • Mainland China: • Japan.
Build the city of your dreams and watch as the choices you make shape your city and change the lives of the Sims within it. Every decision, big or small, right or wrong, has real consequences for your Sims. Invest in heavy industry and your economy will soar—but at the expense of your Sims’ health as pollution spreads. Implement green technology and improve your Sims’ lives but risk higher taxes and unemployment. In SimCity, you’re the Mayor and how you run your city is entirely up to you!
For the first time, SimCity will feature Multi-city play where you can go solo, invite friends or join with neighbors to build multiple cities in your region! Collaborate or compete with friends to grow the fastest population, create the most jobs, educate the most Sims and much more! Access SimCity World to connect to global markets and participate in regional challenges!
SimCity is a and developed by, a subsidiary of. Released for in early March 2013, it is the first major installment in the since the release of a decade prior. An version was released on August 29, 2013. The game is considered to be a of the SimCity series.
Players can create a settlement that can grow into a city by zoning land for, or development, as well as building and maintaining, and. SimCity uses a new engine called, allowing for more detailed simulation than previous games. Throughout its development, SimCity received critical acclaim for its new engine and reimagined gameplay; however, publications cautioned the game's use of a, with which it stores and allows players to share resources.
Prior to release, SimCity received positive reviews; however, the game's launch was met with negative reception as a result of widespread technical and gameplay problems related to the mandatory use of a network connection to play and save game data. These issues included, problems with saving progress and difficulty connecting to the game's servers. As a result, some reviewers were unable to review the game, labeling the launch as a 'disaster' and the game as 'unplayably broken', urging players to avoid purchasing the game until the issues were resolved. A user-built city in SimCity that specializes in education Along with many of the cosmetic changes (such as up-to-date 3D graphics), SimCity uses the new GlassBox engine. 'We try to build what you would expect to see, and that's the game,' explains system architect Andrew Willmott, meaning that visual effects such as traffic, economic troubles, and pollution will be more obvious.
Two other new features are a multiplayer component and finite resources. Unlike previous games in the series, the game has non-orthogonal and curved roads and zoning areas that can conform to different road types. Types of zones will include residential, commercial and industrial. The density is driven by the types of roads built around these zones.
Cities in a region are connected to each other via predefined regional networks such as highways, railways, and waterways. Elements such as traffic and air pollution are visible flowing between cities. Cities can trade resources or share public services with their neighbors like garbage collection or health care. Cities can also pool their collective wealth and resources to build a 'great work' to provide benefits for the entire region like a massive solar power plant or an international airport. The larger the region, the higher is the number of cities and great works that can be built. • – Creative Director Ocean Quigley stated that all of the terraforming in the game is going to be at the civil engineering scale, and will be the natural consequences of laying out roads, developing zones, and placing buildings.
• Transportation options – There are a number of options that are included, such as boats, buses, trams, and planes. • Customization – Maxis has indicated that the game will support, but will not do so at launch like previous versions. Modules in SimCity are attachable structures that can add functionality to existing user-placeable buildings. One example is the extra garage for fire stations, which can provide additional fire trucks for increased protection coverage Another example is the Department of Safety for the City Hall, which unlocks more advanced medical, police and fire department buildings. The, which was inspired by and, was designed to convey information to the player more clearly than in previous SimCity games. Animations and color-coded visual cues that represent how efficiently a city functions are only presented when needed at any given moment.
For instance, opening up the water tower instantly changes the landscape to a clear world where the density of water is recognizable. Or clicking on the sewage tab will immediately show how the waste of the citizens is flowing, and where the system is over capacity. Some of the other visualized data include air pollution, power distribution, police coverage, and zones. Many resources in the game are finite. Some are renewable, such as ground water. Lead gameplay engineer Dan Moskowitz stated, 'If you've built up an entire city on the economic basis of extracting a certain resource, when that resource runs out your economy will collapse.'
Different from some previous SimCity titles, each type of zone (residential, commercial, and industrial) is not divided into density categories. Instead the density of the roads next to them determines the type of buildings that will be created there. This means that there is only one of each zone type, and density of the buildings are determined by the density of the roads. Roads in SimCity are one of the most fundamental elements of the mechanics. Unlike previous SimCity games, roads carry water, power, and sewage.
There are also many new tools for drawing roads. They include a straight line tool, one for making rectangular road squares, one for making sweeping arcs, one for making circles, and one for making free-form roads. There is also a more diverse range of roads to choose from.
Starting at dirt roads and going up to six lane avenues with street car tracks, the density of the roads determines the density of the buildings next to them, so dirt roads will only develop low density buildings. There are two different categories of roads, streets and avenues. Streets are 24 meters wide and avenues are 48 meters wide. Since all streets are the same width, a dirt road can be upgraded to a high density street. In order to upgrade a street to an avenue, one would need to fully demolish the old street and replace it with a larger avenue.
When high and low capacity roads intersect, the higher density roads have the right-of-way, thus stop lights and stop signs will be automatically placed. In order to space the roads so there will be enough room for buildings to develop, road guides are shown when hovering over an existing road. The act of road building creates a spline on which the SimCity Glassbox interacts with the simulation.
When these splines intersect it becomes a reticulated spline which develops the underlying spline network. Players will be able to specialize cities on certain industries, such as manufacturing, tourism, education, or others. Each have distinct appearances, simulation behavior, and economic strategies. Players have the option to heavily specialize on one or build multiple specializations in any given city for diversity. The game will feature a simulated global economy. Prices of key resources like oil or food will fluctuate depending on the game world's supply and demand.
In particular, if players all over the world are predominantly selling drilled oil from within their game onto the global market, this will drive the price for this resource down. Conversely, a resource that has experienced very little exposure on the world market will be a scarce resource, driving the price up. Multiplayer [ ] This version of SimCity is the first to feature full online play since Maxis's, allowing for regions to house multiple cities from different players. Regions can alternatively be set to private or the game switched to an offline single-player mode for solo play.
SimCity requires players to be logged into EA's service to play the game, including when playing single player. An active Internet connection was required every time the game was launched and had to be maintained throughout gameplay at the time of release.
The connection is, so any brief network disturbance will not interrupt the gameplay though outages of longer than 19 minutes, as an editor posted on Kotaku, will cause loss of gamestate when playing online. • Collaboration – Cities in a region can share or sell resources, and work together to build 'Great Works', such as an. Singleplayer [ ] Singleplayer mode was released on March 18, 2014, as part of update 10.0. This does not require an internet connection, and worlds are saved locally. Also, global market prices in offline mode will be fixed.
Development [ ] Prior to its announcement, the German magazine leaked concept art. Soon thereafter, a pre-rendered trailer was leaked. The official announcement took place on March 6, 2012 at the.
Initially it was revealed that the game would be available for the platform, and a later edition was confirmed. EA showcased two new trailers for the game at the, showcasing in-game graphics for the first time. In August 2012, applicants were allowed to sign up to versions of the game that were later released in January and February 2013, in order to perform on the game servers. SimCity creative director Ocean Quigley confirmed that an version was in development, but would not be released at the same time as the Microsoft Windows version. A Maxis graphics engineer had earlier commented that the purchase of the Windows version through the Origin platform will entitle access to the future OS X version.
Game engine [ ]. EA/Maxis developed the game using a new called GlassBox, which takes a different approach from previous simulation games. Those games first simulated high-level statistics and then created graphic animations to represent that data. The GlassBox Engine replaces those statistics with, simulation units that represent objects like water, power, and workers; each graphic animation is directly linked to an agent's activity. For example, rather than simply displaying a traffic jam animation to represent a simulated traffic flow problem, traffic jams are instead produced dynamically by masses of Sim agents that simulate travel to and from work. A four-part video has been released featuring Dan Moskowitz, the lead gameplay engineer, talking about the engine simulation behavior. The citizens in the game are also agents and do not lead realistic lives; they go to work at the first job they can find and they go home to the first empty home they find.
After the release of the game, modders created mods that enabled offline play and access to debug developer tools. On January 9, 2014 Maxis published its policy on mods where they allow re-skinning and building creation but not mods that change the gameplay. The game's audio is bound to the pulse of the simulation.
When a building is running a simulation rule like generating power for example, its driving music and sound effects that are synchronized to the overall beat of the simulation. The audio is telling the player what the simulation is doing.
Audio Director Kent Jolly stated that cars in the game are tracked individually. When a car leaves an intersection, the simulator plays a sound of a car pulling away. The sound also changes based on the speed of the game. As cars go faster, the audio is matched to what the player sees, while remaining true to the actual traffic.
Is the composer of the game's orchestral score. The music subtly adjusts to the player's experience based on various game states.
An example of this is when the view is zoomed out, the player will hear a fuller version of the score. When zoomed in, certain elements of the tracks are taken away. This is done to help make room for all the activity going on in the player's city. The music tracks are also written with population in mind, and the game exposes the full playlist as the player's city develops and grows. Tilton sought to reinvent SimCity 's music and not rehash the musical sensibilities of previous games. Release [ ] The initial release of SimCity on March 5, 2013 in North America suffered multiple severe issues, particularly regarding the game's requirement for a.
After the game was made available for purchase through EA's delivery service, the high volume of users attempting to download and connect to EA's caused. Players reported experiencing frequent problems during gameplay due to the outages such as long loading times, disconnections, and loss of data. The server problems and negative feedback led some publications to refer to the launch as 'disastrous' and others have compared the launch unfavorably to that of, which experienced similar problems when it was first released.
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The issues caused online retailer to temporarily withdraw the downloadable version of SimCity from its marketplace citing customer complaints. It was also discovered that there were several issues with the GlassBox engine such as traffic taking the shortest route instead of the route with the most available capacity and sims not living persistent lives but rather going to the nearest available workplace for work and nearest available house after work. Post-release [ ] EA responded to server issues by adding additional servers and developing a server that disables 'non-critical gameplay features [including] leaderboards, achievements and region filters.' On the evening of March 7, Maxis general manager issued a statement in response to the launch problems, stating that more servers would be added over the weekend, thousands of players were playing and 'more than 700,000 cities have been built by our players in just 24 hours'. She went on to acknowledge that 'many are experiencing server instability' and that 'players across Europe and Asia are experiencing the same frustration'. She confirmed that the number of servers would be increased stating 'We added servers today, and there will be several more added over the weekend.'
Senior producer Kip Katsarelis commented that the game servers were constantly at maximum capacity, partly due to the large number of players connected for extended periods of time, which has made it difficult for new users to connect: 'We added more servers to accommodate the launch in [Australia, Japan, and Europe]. Our plan is to continue to bring more servers online until we have enough to meet the demand, increase player capacity and let more people through the gates and into the game.' In an article about 'games as a service', Nathan Grayson from Rock, Paper Shotgun said that the situation was unacceptable and that EA was handling the situation as well as could be expected, but the problem was that they had damaged the idea of 'games as a service' and lamented the fact that games publishers hadn't learned from previous similar launch failures: 'this just keeps on happening.
Servers have gone toe-to-toe with day-one stampedes in much the same fashion as a turtle against an 18-wheeler. Then nature runs its course, and developers and publishers alike scramble to glue one billion bits of finely pulped turtle back together again,' and added 'A strong service – the kind people latch onto and ultimately demand as the norm – doesn't just react.' On March 8, 2013, EA suspended some of SimCity 's online marketing campaigns because of the game's ongoing technical problems. EA has stated it will not be offering refunds for users.
In a blog post on March 8, Bradshaw gave an update on the server situation, reporting that the issues had improved and server space had expanded, but acknowledged that some users were still suffering stability problems. She also explained the reason for the failure; 'So what went wrong? The short answer is: a lot more people logged on than we expected. More people played and played in ways we never saw in the beta' and called their error 'dumb'. She reported that server capacity had been increased by 120 percent and that errors had dropped by 80 percent. She also promised another update during the weekend. She also announced an offer of a free game from the EA catalogue, saying 'I know that's a little contrived – kind of like buying a present for a friend after you did something crummy.
But we feel bad about what happened. We're hoping you won't stay mad and that we'll be friends again when SimCity is running at 100 percent.'
Maxis ruled out making the game able to be played offline, saying it would take a significant amount of engineering work for this to happen. Shortly afterwards, it was discovered that a line of code could be commented out, allowing the game to be played offline indefinitely. In addition, an article published by Rock, Paper Shotgun highlighted ways in which, 'They could make an entire region single player offline with absolute ease.' The launch failures also led to fans of the series filing a petition through on the official website calling for 'an industry-wide return policy for video games that rely on remote servers and DRM to function properly' which was later covered by mainstream news organizations such as. To compensate for the issues during the release, EA offered to early purchasers a free game on March 2013. All Origin users who purchased and registered the game before March 23 were allowed to choose a game for free among a small list of titles including, and. EA now maintains a Server Status page in the SimCity website.
This allows players to check the status of SimCity servers around the world. Patches [ ] Since the initial release, Maxis has distributed to the game via the in-game patching utility that automatically runs when the game is launched on a user's computer.
These patches have addressed, though not entirely fixed, among many other things, issues such as traffic intelligence, game-save rollbacks, and emergency vehicle routing. Maxis has continued to update the game to improve gameplay quality and eliminate bugs. A month following the game launch day, Maxis had released 8 official patches, bringing the game to version 1.8. Maxis released a 2.0 patch, purported to make significant improvements to gameplay and curb defects, that was distributed on April 22, 2013.
On May 23, 2013, Maxis released patch 4.0, giving players more updates to the game and re-enabling leader boards. Patch 6 was released July 30, 2013, and included the game's second new region added since the original release date. [ ] Patch 7.0, a notable update for users, was released on August 22, 2013. This patch included the addition of a bridge and tunnel tool, letting players create overpasses and underpasses. The update also improved traffic, making it smarter. All patches that have been released have included patch notes describing the contents of the patch and can be found on EA's. An offline mode was released in Update 10.
The game can now be saved onto the local disk, and cities are static and do not operate while the player is working on an adjacent city. Expansion [ ]. SimCity: Cities of Tomorrow cover art An expansion called Cities of Tomorrow was announced on September 19, 2013. It was released on November 12, 2013 and is set 50 years in the future. It features new regions, technology, city specializations, and transportation methods.
The new features in Cities of Tomorrow are divided into three categories – 'MegaTowers', 'Academy' and the 'OmegaCo'. The MegaTowers are massive buildings built floor by floor with each floor having a specific purpose, being residential, commercial or to provide services like schools, security, power and entertainment. Each floor can provide jobs, services or housing for hundreds of citizens at the same time.
The Academy is a futuristic research center that provides a signal called 'ControlNet' to power up structures and improvements developed there and the OmegaCo is composed of factories used to produce an elusive commodity only known as 'Omega' to increase the profits from residential, commercial and industrial buildings alike and manufacture drones to further improve the coverage of healthcare, police, fire services or just be used by citizens to perform shopping in their places, thus reducing traffic. The expansion also supports 'futurization', in which futuristic buildings tend to 'futurize' the buildings, roads, and services around them by significantly blending the roads and buildings to simply make them look more futuristic, such as differences in traffic lights (they have a different sprite), turning service cars more futuristic (futurizing a police station will significantly change the cars and architecture), and so on. Buildings that will futurize the vicinity are distinguished with a hexagon pattern at the lower part of the building when viewed in the Construction screen. Reception [ ] Pre-release [ ] At in June 2012, SimCity won 8 awards out of 24 nominations. On August 23, 2012, SimCity won 's 'Best PC Game' award. The gamescom jury described the video game as having 'fantastic graphics' and 'struck the right balance between retaining the trademarks of the old parts and making it interesting for beginners'. On December 14, 2012, the SimCity development team ran a questions and answers session on the Internet community where they received criticism for the game's -mechanisms, which require the user to be to Electronic Arts' servers in order to be able to play the game.
The video games-focused blog also voiced concern over the issue, worrying that Electronic Arts could one day shut down their servers, rendering the game unplayable. This prompted a blog response from Bradshaw, in which she defended the always-online component with the comment that 'real cities do not exist in a bubble; they share a region and affect one another.' She goes on to say that increased connectivity to neighboring cities allows for a better experience, allowing for better trade and wider scale effects such as crime and pollution to keep synchronized across the region. Bradshaw also noted the performance benefit due to the engine using EA's server hardware to assist in gameplay calculations: GlassBox is the engine that drives the entire game – the buildings, the economics, trading, and also the overall simulation that can track data for up to 100,000 individual Sims inside each city. There is a massive amount of computing that goes into all of this, and GlassBox works by attributing portions of the computing to EA servers () and some on the player's local computer.
— Lucy Bradshaw, Maxis General Manager However, pointed out after the release that cloud resources were not used to support gameplay computation but simply to support inter-city and social media mechanism. The information was also reported in the mainstream media Those were confirmed by a change in rhetoric from Bradshaw: From the ground up, we designed this game with multiplayer in mind – using new technology to realize a vision of players connected in regions to create a SimCity that captured the dynamism of the world we live in; a global, ever-changing, social world. We also made innovative use of servers to move aspects of the simulation into the cloud to support region play and social features. — Lucy Bradshaw, Maxis General Manager After the first beta, EA Management staff discussed Q4 2012 results during which Peter Moore commented on the success of the beta, ' SimCity, a completely new version of the treasured classic, includes deep online features. More than 100,000 people played the SimCity beta last weekend, (.) and the critical reception is shaping up well.' Critical reception [ ] Upon release, SimCity was met with mostly positive reviews, many of which were downgraded after reviewers received reports of server problems.
It received mixed to negative reception soon after, with and assigning scores of 63.82% and 64/100, respectively. The issues surrounding the launch affected critics' opinions and reviews of the game., and delayed their reviews due to being unable to connect to the game servers, and, which had reviewed the game before the launch, later dropped its 9.5/10 score down to 8/10, then later dropping it again to 4/10 in response to both the issues, and EA's decision to disable gameplay features.
Josh Derocher of gave a rating of 4/10, saying that despite his enjoyment of the game, 'the online dependency, forced multiplayer, and DRM ruin it.' Other critics such as also noted the launch issues with the always-online nature of the game, servers, and cloud save systems. According to Rock, Paper, Shotgun, because a server connection is required even for single-player games, 'the game, by its very design, is hideously broken.' Leif Johnson writing for gave the game an 8.0/10 stating, 'Aside from some issues with its online requirements, bugs, and restrictions on city size, it's still a satisfying and addicting simulator that will grant dozens of hours of entertainment with one well-designed city alone.' Reported on March 6 that review aggregator accumulated a user score of 2.0/10 and several critics reported that the product on had an average rating of 1/5 stars.
Amazon customers and the press reported problems with path-finding and artificial intelligence, broken economic simulation, multiplayer aspect not working as advertised, and iconic features missing compared to previous installments of the game. SimCity was also criticized for the size of the area the player is given to build a city; critics have noted it to be significantly smaller than what was available in previous games. Maxis responded to this criticism by stating that this was a deliberate compromise to ensure that the game would run smoothly on the majority of users' computers. Maxis has acknowledged that city size is a major complaint, but has stated that they are not currently working on an increase in size. However, they have stated that larger areas may appear in an upcoming release or expansion of the game.
In October 2013, Maxis stated that due to player feedback, they attempted to implement larger cities through 'months of testing,' but ultimately decided to abandon the concept as 'the system performance challenges [Maxis] encountered would mean that the vast majority of [SimCity's] players wouldn't be able to load, much less play with bigger cities.' Cities of Tomorrow reception [ ] Reception Aggregate score Aggregator Score 61/100 SimCity: Cities of Tomorrow received mixed reviews from critics. Brett Todd for GameSpot noted that 'you're left with a game that hides the same dissatisfying experience under a more attractive surface,' calling the expansion 'more of the same.' Paul Dean for EuroGamer wrote the expansion pack was 'heading in the right direction,' but 'it still doesn't make SimCity a particularly good game.' Commercial [ ] SimCity sold over 1.1 million copies in its first two weeks, 54 percent of which were of the download version of the game. As of July 2013 the game has sold over two million copies. References [ ].
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Retrieved April 8, 2013. • ^ Dave Thier (March 23, 2013).. Retrieved April 8, 2013.
• Margo, Ari (April 5, 2013).. Game Horizon. Retrieved April 8, 2013. • Tan, Nick (March 6, 2013).. Game Revolution. Retrieved April 8, 2013.
Retrieved October 8, 2013. • Bogos, Steven (March 2, 2013)..
The Escapist. Retrieved March 2, 2013. October 3, 2013. Retrieved October 8, 2013.
Retrieved July 2, 2015. March 18, 2013. Retrieved March 19, 2013. • Matulef, Jeffrey (July 24, 2013)... Gamer Network. Retrieved July 25, 2013. External links [ ].
Live Streaming with Microsoft Silverlight and Windows Server Chris Knowlton Senior Product Manager Microsoft
Objectives • Better understand live streaming options with Windows Media and IIS Smooth Streaming • Get started with Microsoft Silverlight • Use Expression Encoder to create, protect, and seamlessly publish content • Target common live broadcast scenarios • Deliver to a wide range of end user conditions and clients 2
Agenda • • • •
Overview – WMS & IISMS IIS Smooth Streaming Media Delivery Workflow Next Steps
3
OVERVIEW – WMS & IISMS
4
Microsoft Media Platform Content Protection - Microsoft PlayReady
Capture
Encode
Deliver Deliver & Manage
Receive
5
Windows Server • Complete server operating system • Available at different price points, starting at Free • Includes media server capabilities via Free downloads from Microsoft.com: – Windows Media Services – Internet Information Services (IIS) Media Services
6
Core Media Server Scenarios • Enterprise – On-demand training – Live executive broadcast
• Internet – News & entertainment – Music & movie services – Internet-based Radio/TV stations – Radio & television rebroadcasts – Live event broadcasts 7
Delivering Media with Windows Server
IIS Media Services
• Unicast Streaming • WMS RTSP • WMS HTTP • MBR Streaming • Intelligent Streaming • Multicast Streaming • WMS Multicast
• Progressive Download • Bit Rate Throttling • Web Playlists • Adaptive Streaming • Smooth Streaming • Multicast Streaming • Smooth Multicast 8
Key Media Server Features • • • • • • • • • •
Live & on-demand streaming Access control via authentication / authorization Rich logging & advertising support Multiple-bit-rate streaming Fast Streaming & Advanced FF/RW Archiving & Play While Archiving Extensible platform Server Core installation… Caching & Proxying… Scalability… 9
Server Core Option • Design – – – –
Minimal-footprint headless installation option For running fixed-function server roles Good option for Windows Embedded appliances Supports all WMS plug-ins
• Benefits – – – –
Eliminates GUI and client features Reduces hardware requirements Reduces overall attack surface Reduces servicing costs 10
Caching & Proxying • WMS and IIS provide caching & proxying – WMS Cache/Proxy plug-in – part of WMS – IIS Application Request Routing (ARR) – download
• Benefits – Improved end user experience – Reduced load on the origin server – Reduced load on the network
11
Caching & Proxying • Usage Options – Proxy – allows broadcast stream splitting – Caching • Opportunistic caching • Pre-caching (e.g., using DFSR) • Adheres to Expiry Date on content
– Reverse Proxy • Provides a gateway server to users • Redirects content requests to a specified origin server 12
Scalability • WMS example on standard rack-mount server
Windows Media Services 2003
Optimizations
+400 connections
TCP Offload
+1,500 connections
x64 Support
+1,200 connections
WMS 9.0 scalability
3,000 concurrent 300kbps connections 6,100 connections + 10-25% more on Server Core
• IIS is typically much more scalable than WMS 13
Affordable Media Delivery Options • Costs for Windows Server 2008 R2: Edition
Cost
Features
Web Server
$ 469 / server
99%, Web-facing
1, 2
Standard
$ 999 / server
99% of features
2, 3
Enterprise
$3,999 / server
All features
3
Datacenter
$2,999 / proc.
All features
3
Notes
Notes: 1. 2. 3.
WebSiteSpark provides free Web Server licenses for up to 3 years WMS Multicast requires Enterprise or Datacenter edition Standard, Datacenter, and Enterprise are available via Service Provider Licensing Agreement (SPLA), which charges for actual monthly usage 14
Live Streaming – WMS vs. IIS Live Streaming Features Unicast HTTP streaming from live encoders Broadcast streaming from files Server- and client-side logging High Availability content sourcing (encoder failover) Archiving of live streams Multiple-bit-rate streaming (Intelligent vs. Smooth) HTTP Streaming RTSP/TCP & RTSP/UDP Streaming Multicast streaming Play While Archiving (late joiner feature) Windows Media Services proxying and caching Standard HTTP proxying and caching Full Network DVR Low-Latency Streaming Built-in PlayReady DRM
WMS 2008
* Targeting availability in IIS Media Services 4.5
IISMS 4.x *
* 15
Silverlight and Windows Media Live Streaming
DEMO
16
IIS SMOOTH STREAMING
17
Traditional Streaming Pros & Cons • Benefits of Traditional Streaming – Responsive User Experience • Users can pause, seek, fast-forward, rewind with ease
– Effective use of bandwidth • Send only the content your users watch
– Rich Logging and Monitoring • Know what your users are watching at all times
• Challenge of Traditional Streaming: Higher TCO – Packets do not make use of HTTP caching networks – Must deploy streaming edge servers to scale out 18
Progressive Download Pros & Cons • Benefits of traditional progressive download – Broad reach • No need for streaming code in the player • Gets through all firewalls
– Optimized, cost-effective global delivery • Cacheable by existing HTTP caches • Distributed worldwide by CDN HTTP infrastructures
• Challenges – Limited user experience – no… live streaming, instant start, instant seeking, or interactivity – Wasted bandwidth (user downloads 100%, watches 20%) – No visibility into viewer behavior & experience 19
The 'Last Mile' Challenge Low Bandwidth Fast CPU
“Best quality I can download”
Edge Server “Best quality I can render” High Bandwidth Slow CPU
High Bandwidth Fast CPU
The “Last Mile” from Server to Client
“Best quality, period ”
Conditions change every second 20
Basic IIS Smooth Streaming 300K @ 00:00? 700K @ 00:02? 2.4M @ 00:04? 1.5M @ 00:06? 2.4M @ 00:08? 00:00
2.4M
00:02
00:04 00:06
00:08
300K (start quickly) 700K (good network) 2.4M (great network) 1.5M (glitch) 2.4M (play on…)
… 300K
Bit Rate Heuristics 21
IIS.net Graphing Player NextSmooth.com Demo Site
DEMO
22
Smooth Streaming - A New Approach • Makes use of globally available HTTP caches: – Stateless – no persistent connections required – No dedicated servers or overlay networks required – No provisioning required
• • • •
Adapts to constantly changing conditions Rich, interactive user experience Customizable, real-time client reporting Delivers only the bits needed for that moment 23
Live Smooth Streaming • Builds on Smooth Streaming – Cacheable HTTP delivery for Live events – Network Digital Video Recorder (DVR) • Pause, Instant Replay, Go to Start, Go to Live…
• Synchronized in-stream text & metadata – Captioning and subtitling – Sparse data (e.g., chapter markers) – Control events (e.g., ad insertion points)
• Trick Play: FF, Rewind, Slow Motion 24
Smooth Streaming Results • Internet video is as good or better than TV – Users with only SD TVs can see Internet HD on their computers
• Users experience content in new ways – Contextual linking, Live DVR, multiple camera angles…
• Advertising can be very targeted – Ads that interest you, in HD – Could be embedded, interactive ads
• Longer engagement times – Users who watch HD content via the Internet stay engaged longer 25
IIS Smooth Streaming Multi-Camera Player
DEMO
26
MEDIA DELIVERY WORKFLOW
27
IIS Smooth Streaming Workflow From simple on-demand training…
28
IIS Smooth Streaming Workflow …with straightforward workflows…
Acquire
Encode
Deliver
Consume
29
IIS Smooth Streaming Workflow …to highly enhanced experiences…
HD quality Video
Live Ad Insertions
Highlights, Stats, and Chat
Alternate Camera Angles
Instant Replay Slow Motion FFWD / REW
Key Plays Markers
“Go Live” Button
Quality Meter 30
IIS Smooth Streaming Workflow …that are a bit more complex.
31
IIS Smooth Streaming Workflow
CDN
Encoder
Source
Media Assets Client
Origin Server
Acquire
Encode
Deliver
Consume 32
IIS Smooth Streaming Workflow Video Asset
CDN
Encoder
Live Video
Media Assets Client
Origin Server Audio Asset
Live Audio
Acquire
Encode
Deliver
Consume 33
Acquire – Getting Content • The higher the quality, the better • Include your advertising – make it HD & interactive • Not just video: IIS Smooth Streaming can also deliver… – Synchronized in-stream text & metadata • Captioning and subtitling • Sparse data (e.g., chapter markers) • Control events (e.g., ad insertion points)
– Audio tracks • Additional languages • Commentary • Audio-only broadcasts (coming soon!)
34
IIS Smooth Streaming Workflow Media Assets Server Manifest .ism file
Video Asset
Client Manifest .ismc file
CDN
MP4 file(s)
Live Video
Client
Origin Server Audio Asset
Encoder Live Audio
Acquire
Encode
Deliver
Consume 35
Encode • IIS Smooth Streaming encoders create: – Fragmented MP4 files • Contiguous MP4 files on disk – Easier file management – Can have separate files per bit rate, or one large MBR file
• IIS fragments MP4 files into smaller cacheable objects – Highly scalable stateless delivery via HTTP caching – Users only receive the fragments they need, saving bandwidth
– Two manifests • Server (.ism) – lists available tracks and bit rates • Client (.ismc) – lists codecs, resolutions, fragment index 36
Encoding Partners • Professional Encoder Partner Ecosystem – Live – Inlet, Envivio, Digital Rapids – VOD – Live partners, plus Elemental, Grab Networks, Rhozet, Telestream, TwoFour Digital, Viewcast
• Each is finding ways to add value, e.g.… – Carrier-class reliability – Enterprise-class pricing – Education-class ease of use
• See http://www.iis.net/media/showcase for a longer list of partners, with more on the way 37
Microsoft Expression Encoder 4 • Video encoder, editor, and SDK • Replaces Windows Media Encoder • New features in version 4 – Live Smooth Streaming support – OD, Live Smooth Streaming Presets (VC-1, H.264) – Publish directly to IIS & WMS origin servers – PlayReady DRM encryption for Smooth Streaming – High quality screen capture encoding – High perf: GPU acceleration and multi-core usage 38
IIS Encoding Options • Smooth Streaming Format SDK – Enables encoder and workflow products
• IIS Transform Manager – On-Demand transcoding, transmuxing, encryption – User-specified Watch Folders for content ingest • Expression Encoder integration for transcoding
– Work queue and job management framework • Local scheduler for simple scenarios • HPC integration for scale-out
– Task API on MSDN for ISV-supplied tasks and jobs 39
Time to stretch!
10-MINUTE BREAK
40
IIS Smooth Streaming Workflow Rough Cut Editing
Server Manifest .ism file
Video Asset
Client Manifest .ismc file
Live Video IIS Media Services
CDN
MP4 file(s)
Client
Internet Information Services
Audio Asset
Windows Server
Encoder
Origin Server
Live Audio
Acquire
Encode
Deliver
Consume 41
Rough Cut Editing • Provides instant highlights during live events • Faster time to market with highlights – Repurpose existing assets – No transcoding, so publish in seconds
• Reduction in costs – Free tool – No expensive video workstations – No additional storage costs
• Web based video editing – Location independent – Platform independent
• Fits in with encoders and other workflow tools 42
Silverlight Rough Cut Editor • Free tool • Used for Olympics • Built in Silverlight • Source code is provided • Download from http://code.msdn.microsoft.com/RCE 43
IIS Smooth Streaming Workflow Media Assets Server Manifest .ism file
Video Asset
Client Manifest .ismc file
Live Video IIS Media Services
CDN
MP4 file(s)
Client
Internet Information Services
Audio Asset
Windows Server
Encoder
Origin Server
Live Audio
Acquire
Encode
Deliver
Consume 44
Acquire Encode Bit Rate Throttling
Smooth Multicast
Live Smooth Streaming
Smooth Streaming
Blow up of IIS MS
Deliver
Application Request Routing
Transform Manager
Content Protection/DRM
Advanced Logging
Web Playlists
IIS Smooth Streaming Workflow
Internet Information Services
Consume 45
Acquire Encode
IIS Media Services
Bit Rate Throttling
Smooth Multicast
Live Smooth Streaming
Smooth Streaming
Blow up of IIS MS
Deliver
Application Request Routing
Transform Manager
Content Protection/DRM
Advanced Logging
Web Playlists
IIS Smooth Streaming Workflow
Internet Information Services
Consume 46
IIS Media Services Platform Goals • Extend Media Engagement – Scale using Web servers and HTTP caching – Deliver True HD (720p+) live & OD video
• Measure and Monetize Media – Real-time server- and client-side logging – Reduce Web server bandwidth usage
• Create One Web Platform – Consolidate multiple media formats – Manage Web and media content together 47
IIS Smooth Streaming • Smooth Streaming (on-demand) • Live Smooth Streaming • Low-Latency Live Smooth Streaming – Less that 2 seconds from source to client screen – HTTP cacheable media delivery – Enables financial, gam(bl)ing, and surveillance verticals
48
IIS Smooth Streaming • iPhone, iPod, and iPad support – Server delivers in devices’ native formats – Single set of Smooth files – easy to manage
• Smooth Multicast (coming soon!) – Combines best of multicast and Smooth Streaming – Reliable, scalable delivery on multicast networks – Rollover to standard Smooth Streaming – Full DVR support 49
IIS Live Smooth Streaming
DEMO
50
Intelligent Progressive Download • Bit Rate Throttling – Automatic format and encoding buffer detection – 11 pre-defined A/V formats (FLV, MP4, MOV, etc.) – Can be extended to almost any format – Also works with data files
• Web Playlists – Hybrid of client- and server-side playlists – Tokenizes URLs and prevents third-party playback – ASX by default; easily adapted to other formats 51
IIS Advanced Logging • Rich user engagement data – Perform deep analysis – Improve ROI
• • • •
Real-time integration for near-live monitoring Real-time filtering keeps client data separated Compatible with WMS and other W3C logging Centralized client logging for large networks 52
Content Protection/DRM • Supported in Smooth Streaming via… – PIFF (Protected Interoperable File Format) – Smooth Streaming Format SDK – Smooth Streaming Player SDK – One-click PlayReady in IIS (coming soon!)
• Netflix and the Digital Entertainment Content Ecosystem (DECE – now branded as Ultraviolet) are using PIFF as the basis of their file format 53
Application Request Routing (ARR) • Makes IIS a full-featured HTTP cache proxy • Works better together with Smooth Streaming • Provides control and extensibility for scaling
54
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Origin Server
Optional Web Cache, e.g., IIS ARR
Media Assets
Client
CDN
Live Audio
Acquire
Encode
Deliver
Consume 55
Scaling Out IIS Smooth Streaming • • • • •
Use a Content Delivery Network (CDN) Use an Online Video Platform (OVP) Purchase caching appliances Build out a set of IIS caching servers Ensure a high-availability architecture
56
Using a CDN • Content Delivery Networks (CDNs): – Have 1000s of geographically dispersed servers – Most provide value-added media delivery services – Provide fast scalability to reach a global audience
• Many CDNs support IIS Smooth Streaming, including Limelight Networks, Level 3, Internap, CDNetworks, and Akamai • More CDNs are beginning to offer media player templates and transcoding services 57
Using an Online Video Platform • An Online Video Platform (OVP) typically provides: – Transcoding – Global delivery – Media player design – Monitoring and analytics – Monetization through targeted advertising
• Ooyala and Kaltura are two OVPs that support IIS Smooth Streaming 58
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video
Computer
up of IISPlatform MS OnlineBlow Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 59
Purchase Caching Appliances • Caching appliances are often: – Priced based on features and capacity – Designed to provide high reliability and up-time – Running a custom OS or management platform
• May be very useful: – For mission-critical private or managed networks – Where high volumes of redundant network traffic would result in congestion or high bandwidth bills
• Examples: Cisco, Bluecoat, Riverbed 60
Scaling Out Your Deployment on IIS • ARR and Smooth Streaming can use new or existing servers to scale out your delivery and get content closer to end users • Build out in tiers; each adds unique value – Ingest – acquire, aggregate, manage sources – Origin – maintain authoritative archives – Distribution – control load on the Origin – Edge Servers – cache data close to viewers 61
Private Network Deployment Remote Users on WAN
Edge Server
Origin Server
Streaming on Primary LAN
500-750 kbps Multicast & Unicast
DMZ or CDN Edge Servers
Remote Users not on WAN
500-750-1100 kbps Multicast
500-750 kbps Unicast
62
High Availability Architecture • Failover at each point in the critical path – Encoder – redundant or hot-spare model – Ingest – active/passive recommended – Origin – active/active recommended Encoder 1 Encoder 2 Encoder 3
push push
IIS7 Ingest Server IIS7 Ingest Server
IIS7 Origin Server IIS7 Origin Server 63
Live DVR and Archive Settings • For Live broadcasts, use these features: – Temporary DVR archive • Delete DVR archive after live broadcast is done
– Sliding window DVR archive • Only archive the most recent NN minutes • Ideal for 24/7 live broadcasts
– Archive segmentation • Create a new archive file for every NN minutes
64
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Origin Server
Optional Web Cache, e.g., IIS ARR
Media Assets
CDN
Silverlight Application Silverlight Media Framework
Client Silverlight Web Browser
Operating System
Client
Live Audio
Acquire
Encode
Deliver
Consume 65
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Computer
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 66
Silverlight Across Screens • Cross-platform computer support (now approaching 65% of desktops worldwide) • Available now on Nokia & Windows phones • Coming to set-top boxes, connected TVs, Bluray players, etc. via Intel & Broadcom SOC • Consistent quality and experience across all endpoints
67
IIS Smooth Streaming Client • .NET APIs for Smooth Streaming in Silverlight – Enable basic and advanced playback, DRM, multiple camera angles, advertising functions, analytics, etc. – Part of the Silverlight Media Framework
• Windows Phone 7 Smooth Streaming • IIS Smooth Streaming Client Porting Kit – Reaches clients that cannot run Silverlight – Coming soon to STBs and mobile devices 68
IIS Smooth Streaming Player Architecture Final UI Layer Vertical Extensions (Multiple components) UI Control (Vertigo)
Ads (DoubleClick)
Analytics (Conviva / Omniture)
Multiple Cameras (Vertigo)
Diagnostic Extension (Microsoft)
Configuration Settings (Microsoft)
Smooth Streaming Client Playback Interface
Ad Interface
Track Selection
Trick Play
Diagnostics
Analytics Interface
Heuristics Configuration
Silverlight Runtime 69
Silverlight Media Framework • Open source media player framework • Builds on the core functionality of the PDK • Enables developers to quickly deploy a robust, scalable, customizable media player for IIS Smooth Streaming delivery • Built on the player code base used to deliver many Smooth Streaming deployments, such as Sunday Night Football, the Olympics, etc. 70
Reporting, Analytics, Monitoring • IIS Advanced Logging • Third-party integration – Conviva (real-time content delivery analytics) – Omniture (Web analytics) – DoubleClick (advertising)
• Silverlight Analytics Framework integration – Logs video experiences built on the Silverlight Media Framework 71
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Computer
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 72
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video
Blow up of IIS MS Advertising IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Computer
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 73
Advertising with Smooth Streaming • • • • • •
Pre-roll or pre-timed interstitial videos Live stream ad insertion Synchronized banner ads Interactive overlay advertising HD advertising using bit rate history Targeted advertising based on analytics – Using third-party Smooth Client extensions – Using IIS Advanced Logging 74
Next Steps – Acquire & Encode • Acquisition – switch to HD source if possible • Encoding – Expression Encoder • Download the free trial of EE4 from http://www.microsoft.com/expression/products/Encod er_Overview.aspx • Upgrade the free trial version on-line for just $199
– Third-party encoders • See the list at http://www.iis.net/media/partners • Visit encoder companies here on the show floor 75
Next Steps - Deliver • Visit http://ww.iis.net/media to learn more IIS Media Services and edge caching with ARR • See the list of CDN partners at http://www.iis.net/media/partners • Follow up with OVPs Kaltura and Ooyala: – http://corp.kaltura.com/about/silverlight_signup – http://www.ooyala.com/go/microsoft-silverlight
76
Next Steps – Consume • Learn about the broader Silverlight Media Framework at http://smf.codeplex.com • Learn more about the IIS Smooth Streaming PDK, see http://www.iis.net/smoothplayer • Get the details on the Microsoft Silverlight Analytics Framework at http://msaf.codeplex.com
77
Resources - Demos www.IIS.net/media/demo
78 Images (c) copyright Blender Foundation / www.bigbuckbunny.org, Universal Pictures, SanDisk, iStreamPlanet, and Microsoft
Resources – Customer Examples www.IIS.net/media/showcase
79
Resources – Partners www.IIS.net/media/partners
80
Please…
FILL OUT YOUR EVALUATION FORM
81
Q&A
82
[email protected]
SEND E-MAIL WITH ANY FOLLOW-UP QUESTIONS… 83
84
Objectives • Better understand live streaming options with Windows Media and IIS Smooth Streaming • Get started with Microsoft Silverlight • Use Expression Encoder to create, protect, and seamlessly publish content • Target common live broadcast scenarios • Deliver to a wide range of end user conditions and clients 2
Agenda • • • •
Overview – WMS & IISMS IIS Smooth Streaming Media Delivery Workflow Next Steps
3
OVERVIEW – WMS & IISMS
4
Microsoft Media Platform Content Protection - Microsoft PlayReady
Capture
Encode
Deliver Deliver & Manage
Receive
5
Windows Server • Complete server operating system • Available at different price points, starting at Free • Includes media server capabilities via Free downloads from Microsoft.com: – Windows Media Services – Internet Information Services (IIS) Media Services
6
Core Media Server Scenarios • Enterprise – On-demand training – Live executive broadcast
• Internet – News & entertainment – Music & movie services – Internet-based Radio/TV stations – Radio & television rebroadcasts – Live event broadcasts 7
Delivering Media with Windows Server
IIS Media Services
• Unicast Streaming • WMS RTSP • WMS HTTP • MBR Streaming • Intelligent Streaming • Multicast Streaming • WMS Multicast
• Progressive Download • Bit Rate Throttling • Web Playlists • Adaptive Streaming • Smooth Streaming • Multicast Streaming • Smooth Multicast 8
Key Media Server Features • • • • • • • • • •
Live & on-demand streaming Access control via authentication / authorization Rich logging & advertising support Multiple-bit-rate streaming Fast Streaming & Advanced FF/RW Archiving & Play While Archiving Extensible platform Server Core installation… Caching & Proxying… Scalability… 9
Server Core Option • Design – – – –
Minimal-footprint headless installation option For running fixed-function server roles Good option for Windows Embedded appliances Supports all WMS plug-ins
• Benefits – – – –
Eliminates GUI and client features Reduces hardware requirements Reduces overall attack surface Reduces servicing costs 10
Caching & Proxying • WMS and IIS provide caching & proxying – WMS Cache/Proxy plug-in – part of WMS – IIS Application Request Routing (ARR) – download
• Benefits – Improved end user experience – Reduced load on the origin server – Reduced load on the network
11
Caching & Proxying • Usage Options – Proxy – allows broadcast stream splitting – Caching • Opportunistic caching • Pre-caching (e.g., using DFSR) • Adheres to Expiry Date on content
– Reverse Proxy • Provides a gateway server to users • Redirects content requests to a specified origin server 12
Scalability • WMS example on standard rack-mount server
Windows Media Services 2003
Optimizations
+400 connections
TCP Offload
+1,500 connections
x64 Support
+1,200 connections
WMS 9.0 scalability
3,000 concurrent 300kbps connections 6,100 connections + 10-25% more on Server Core
• IIS is typically much more scalable than WMS 13
Affordable Media Delivery Options • Costs for Windows Server 2008 R2: Edition
Cost
Features
Web Server
$ 469 / server
99%, Web-facing
1, 2
Standard
$ 999 / server
99% of features
2, 3
Enterprise
$3,999 / server
All features
3
Datacenter
$2,999 / proc.
All features
3
Notes
Notes: 1. 2. 3.
WebSiteSpark provides free Web Server licenses for up to 3 years WMS Multicast requires Enterprise or Datacenter edition Standard, Datacenter, and Enterprise are available via Service Provider Licensing Agreement (SPLA), which charges for actual monthly usage 14
Live Streaming – WMS vs. IIS Live Streaming Features Unicast HTTP streaming from live encoders Broadcast streaming from files Server- and client-side logging High Availability content sourcing (encoder failover) Archiving of live streams Multiple-bit-rate streaming (Intelligent vs. Smooth) HTTP Streaming RTSP/TCP & RTSP/UDP Streaming Multicast streaming Play While Archiving (late joiner feature) Windows Media Services proxying and caching Standard HTTP proxying and caching Full Network DVR Low-Latency Streaming Built-in PlayReady DRM
WMS 2008
* Targeting availability in IIS Media Services 4.5
IISMS 4.x *
* 15
Silverlight and Windows Media Live Streaming
DEMO
16
IIS SMOOTH STREAMING
17
Traditional Streaming Pros & Cons • Benefits of Traditional Streaming – Responsive User Experience • Users can pause, seek, fast-forward, rewind with ease
– Effective use of bandwidth • Send only the content your users watch
– Rich Logging and Monitoring • Know what your users are watching at all times
• Challenge of Traditional Streaming: Higher TCO – Packets do not make use of HTTP caching networks – Must deploy streaming edge servers to scale out 18
Progressive Download Pros & Cons • Benefits of traditional progressive download – Broad reach • No need for streaming code in the player • Gets through all firewalls
– Optimized, cost-effective global delivery • Cacheable by existing HTTP caches • Distributed worldwide by CDN HTTP infrastructures
• Challenges – Limited user experience – no… live streaming, instant start, instant seeking, or interactivity – Wasted bandwidth (user downloads 100%, watches 20%) – No visibility into viewer behavior & experience 19
The 'Last Mile' Challenge Low Bandwidth Fast CPU
“Best quality I can download”
Edge Server “Best quality I can render” High Bandwidth Slow CPU
High Bandwidth Fast CPU
The “Last Mile” from Server to Client
“Best quality, period ”
Conditions change every second 20
Basic IIS Smooth Streaming 300K @ 00:00? 700K @ 00:02? 2.4M @ 00:04? 1.5M @ 00:06? 2.4M @ 00:08? 00:00
2.4M
00:02
00:04 00:06
00:08
300K (start quickly) 700K (good network) 2.4M (great network) 1.5M (glitch) 2.4M (play on…)
… 300K
Bit Rate Heuristics 21
IIS.net Graphing Player NextSmooth.com Demo Site
DEMO
22
Smooth Streaming - A New Approach • Makes use of globally available HTTP caches: – Stateless – no persistent connections required – No dedicated servers or overlay networks required – No provisioning required
• • • •
Adapts to constantly changing conditions Rich, interactive user experience Customizable, real-time client reporting Delivers only the bits needed for that moment 23
Live Smooth Streaming • Builds on Smooth Streaming – Cacheable HTTP delivery for Live events – Network Digital Video Recorder (DVR) • Pause, Instant Replay, Go to Start, Go to Live…
• Synchronized in-stream text & metadata – Captioning and subtitling – Sparse data (e.g., chapter markers) – Control events (e.g., ad insertion points)
• Trick Play: FF, Rewind, Slow Motion 24
Smooth Streaming Results • Internet video is as good or better than TV – Users with only SD TVs can see Internet HD on their computers
• Users experience content in new ways – Contextual linking, Live DVR, multiple camera angles…
• Advertising can be very targeted – Ads that interest you, in HD – Could be embedded, interactive ads
• Longer engagement times – Users who watch HD content via the Internet stay engaged longer 25
IIS Smooth Streaming Multi-Camera Player
DEMO
26
MEDIA DELIVERY WORKFLOW
27
IIS Smooth Streaming Workflow From simple on-demand training…
28
IIS Smooth Streaming Workflow …with straightforward workflows…
Acquire
Encode
Deliver
Consume
29
IIS Smooth Streaming Workflow …to highly enhanced experiences…
HD quality Video
Live Ad Insertions
Highlights, Stats, and Chat
Alternate Camera Angles
Instant Replay Slow Motion FFWD / REW
Key Plays Markers
“Go Live” Button
Quality Meter 30
IIS Smooth Streaming Workflow …that are a bit more complex.
31
IIS Smooth Streaming Workflow
CDN
Encoder
Source
Media Assets Client
Origin Server
Acquire
Encode
Deliver
Consume 32
IIS Smooth Streaming Workflow Video Asset
CDN
Encoder
Live Video
Media Assets Client
Origin Server Audio Asset
Live Audio
Acquire
Encode
Deliver
Consume 33
Acquire – Getting Content • The higher the quality, the better • Include your advertising – make it HD & interactive • Not just video: IIS Smooth Streaming can also deliver… – Synchronized in-stream text & metadata • Captioning and subtitling • Sparse data (e.g., chapter markers) • Control events (e.g., ad insertion points)
– Audio tracks • Additional languages • Commentary • Audio-only broadcasts (coming soon!)
34
IIS Smooth Streaming Workflow Media Assets Server Manifest .ism file
Video Asset
Client Manifest .ismc file
CDN
MP4 file(s)
Live Video
Client
Origin Server Audio Asset
Encoder Live Audio
Acquire
Encode
Deliver
Consume 35
Encode • IIS Smooth Streaming encoders create: – Fragmented MP4 files • Contiguous MP4 files on disk – Easier file management – Can have separate files per bit rate, or one large MBR file
• IIS fragments MP4 files into smaller cacheable objects – Highly scalable stateless delivery via HTTP caching – Users only receive the fragments they need, saving bandwidth
– Two manifests • Server (.ism) – lists available tracks and bit rates • Client (.ismc) – lists codecs, resolutions, fragment index 36
Encoding Partners • Professional Encoder Partner Ecosystem – Live – Inlet, Envivio, Digital Rapids – VOD – Live partners, plus Elemental, Grab Networks, Rhozet, Telestream, TwoFour Digital, Viewcast
• Each is finding ways to add value, e.g.… – Carrier-class reliability – Enterprise-class pricing – Education-class ease of use
• See http://www.iis.net/media/showcase for a longer list of partners, with more on the way 37
Microsoft Expression Encoder 4 • Video encoder, editor, and SDK • Replaces Windows Media Encoder • New features in version 4 – Live Smooth Streaming support – OD, Live Smooth Streaming Presets (VC-1, H.264) – Publish directly to IIS & WMS origin servers – PlayReady DRM encryption for Smooth Streaming – High quality screen capture encoding – High perf: GPU acceleration and multi-core usage 38
IIS Encoding Options • Smooth Streaming Format SDK – Enables encoder and workflow products
• IIS Transform Manager – On-Demand transcoding, transmuxing, encryption – User-specified Watch Folders for content ingest • Expression Encoder integration for transcoding
– Work queue and job management framework • Local scheduler for simple scenarios • HPC integration for scale-out
– Task API on MSDN for ISV-supplied tasks and jobs 39
Time to stretch!
10-MINUTE BREAK
40
IIS Smooth Streaming Workflow Rough Cut Editing
Server Manifest .ism file
Video Asset
Client Manifest .ismc file
Live Video IIS Media Services
CDN
MP4 file(s)
Client
Internet Information Services
Audio Asset
Windows Server
Encoder
Origin Server
Live Audio
Acquire
Encode
Deliver
Consume 41
Rough Cut Editing • Provides instant highlights during live events • Faster time to market with highlights – Repurpose existing assets – No transcoding, so publish in seconds
• Reduction in costs – Free tool – No expensive video workstations – No additional storage costs
• Web based video editing – Location independent – Platform independent
• Fits in with encoders and other workflow tools 42
Silverlight Rough Cut Editor • Free tool • Used for Olympics • Built in Silverlight • Source code is provided • Download from http://code.msdn.microsoft.com/RCE 43
IIS Smooth Streaming Workflow Media Assets Server Manifest .ism file
Video Asset
Client Manifest .ismc file
Live Video IIS Media Services
CDN
MP4 file(s)
Client
Internet Information Services
Audio Asset
Windows Server
Encoder
Origin Server
Live Audio
Acquire
Encode
Deliver
Consume 44
Acquire Encode Bit Rate Throttling
Smooth Multicast
Live Smooth Streaming
Smooth Streaming
Blow up of IIS MS
Deliver
Application Request Routing
Transform Manager
Content Protection/DRM
Advanced Logging
Web Playlists
IIS Smooth Streaming Workflow
Internet Information Services
Consume 45
Acquire Encode
IIS Media Services
Bit Rate Throttling
Smooth Multicast
Live Smooth Streaming
Smooth Streaming
Blow up of IIS MS
Deliver
Application Request Routing
Transform Manager
Content Protection/DRM
Advanced Logging
Web Playlists
IIS Smooth Streaming Workflow
Internet Information Services
Consume 46
IIS Media Services Platform Goals • Extend Media Engagement – Scale using Web servers and HTTP caching – Deliver True HD (720p+) live & OD video
• Measure and Monetize Media – Real-time server- and client-side logging – Reduce Web server bandwidth usage
• Create One Web Platform – Consolidate multiple media formats – Manage Web and media content together 47
IIS Smooth Streaming • Smooth Streaming (on-demand) • Live Smooth Streaming • Low-Latency Live Smooth Streaming – Less that 2 seconds from source to client screen – HTTP cacheable media delivery – Enables financial, gam(bl)ing, and surveillance verticals
48
IIS Smooth Streaming • iPhone, iPod, and iPad support – Server delivers in devices’ native formats – Single set of Smooth files – easy to manage
• Smooth Multicast (coming soon!) – Combines best of multicast and Smooth Streaming – Reliable, scalable delivery on multicast networks – Rollover to standard Smooth Streaming – Full DVR support 49
IIS Live Smooth Streaming
DEMO
50
Intelligent Progressive Download • Bit Rate Throttling – Automatic format and encoding buffer detection – 11 pre-defined A/V formats (FLV, MP4, MOV, etc.) – Can be extended to almost any format – Also works with data files
• Web Playlists – Hybrid of client- and server-side playlists – Tokenizes URLs and prevents third-party playback – ASX by default; easily adapted to other formats 51
IIS Advanced Logging • Rich user engagement data – Perform deep analysis – Improve ROI
• • • •
Real-time integration for near-live monitoring Real-time filtering keeps client data separated Compatible with WMS and other W3C logging Centralized client logging for large networks 52
Content Protection/DRM • Supported in Smooth Streaming via… – PIFF (Protected Interoperable File Format) – Smooth Streaming Format SDK – Smooth Streaming Player SDK – One-click PlayReady in IIS (coming soon!)
• Netflix and the Digital Entertainment Content Ecosystem (DECE – now branded as Ultraviolet) are using PIFF as the basis of their file format 53
Application Request Routing (ARR) • Makes IIS a full-featured HTTP cache proxy • Works better together with Smooth Streaming • Provides control and extensibility for scaling
54
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Origin Server
Optional Web Cache, e.g., IIS ARR
Media Assets
Client
CDN
Live Audio
Acquire
Encode
Deliver
Consume 55
Scaling Out IIS Smooth Streaming • • • • •
Use a Content Delivery Network (CDN) Use an Online Video Platform (OVP) Purchase caching appliances Build out a set of IIS caching servers Ensure a high-availability architecture
56
Using a CDN • Content Delivery Networks (CDNs): – Have 1000s of geographically dispersed servers – Most provide value-added media delivery services – Provide fast scalability to reach a global audience
• Many CDNs support IIS Smooth Streaming, including Limelight Networks, Level 3, Internap, CDNetworks, and Akamai • More CDNs are beginning to offer media player templates and transcoding services 57
Using an Online Video Platform • An Online Video Platform (OVP) typically provides: – Transcoding – Global delivery – Media player design – Monitoring and analytics – Monetization through targeted advertising
• Ooyala and Kaltura are two OVPs that support IIS Smooth Streaming 58
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video
Computer
up of IISPlatform MS OnlineBlow Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 59
Purchase Caching Appliances • Caching appliances are often: – Priced based on features and capacity – Designed to provide high reliability and up-time – Running a custom OS or management platform
• May be very useful: – For mission-critical private or managed networks – Where high volumes of redundant network traffic would result in congestion or high bandwidth bills
• Examples: Cisco, Bluecoat, Riverbed 60
Scaling Out Your Deployment on IIS • ARR and Smooth Streaming can use new or existing servers to scale out your delivery and get content closer to end users • Build out in tiers; each adds unique value – Ingest – acquire, aggregate, manage sources – Origin – maintain authoritative archives – Distribution – control load on the Origin – Edge Servers – cache data close to viewers 61
Private Network Deployment Remote Users on WAN
Edge Server
Origin Server
Streaming on Primary LAN
500-750 kbps Multicast & Unicast
DMZ or CDN Edge Servers
Remote Users not on WAN
500-750-1100 kbps Multicast
500-750 kbps Unicast
62
High Availability Architecture • Failover at each point in the critical path – Encoder – redundant or hot-spare model – Ingest – active/passive recommended – Origin – active/active recommended Encoder 1 Encoder 2 Encoder 3
push push
IIS7 Ingest Server IIS7 Ingest Server
IIS7 Origin Server IIS7 Origin Server 63
Live DVR and Archive Settings • For Live broadcasts, use these features: – Temporary DVR archive • Delete DVR archive after live broadcast is done
– Sliding window DVR archive • Only archive the most recent NN minutes • Ideal for 24/7 live broadcasts
– Archive segmentation • Create a new archive file for every NN minutes
64
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Origin Server
Optional Web Cache, e.g., IIS ARR
Media Assets
CDN
Silverlight Application Silverlight Media Framework
Client Silverlight Web Browser
Operating System
Client
Live Audio
Acquire
Encode
Deliver
Consume 65
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Computer
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 66
Silverlight Across Screens • Cross-platform computer support (now approaching 65% of desktops worldwide) • Available now on Nokia & Windows phones • Coming to set-top boxes, connected TVs, Bluray players, etc. via Intel & Broadcom SOC • Consistent quality and experience across all endpoints
67
IIS Smooth Streaming Client • .NET APIs for Smooth Streaming in Silverlight – Enable basic and advanced playback, DRM, multiple camera angles, advertising functions, analytics, etc. – Part of the Silverlight Media Framework
• Windows Phone 7 Smooth Streaming • IIS Smooth Streaming Client Porting Kit – Reaches clients that cannot run Silverlight – Coming soon to STBs and mobile devices 68
IIS Smooth Streaming Player Architecture Final UI Layer Vertical Extensions (Multiple components) UI Control (Vertigo)
Ads (DoubleClick)
Analytics (Conviva / Omniture)
Multiple Cameras (Vertigo)
Diagnostic Extension (Microsoft)
Configuration Settings (Microsoft)
Smooth Streaming Client Playback Interface
Ad Interface
Track Selection
Trick Play
Diagnostics
Analytics Interface
Heuristics Configuration
Silverlight Runtime 69
Silverlight Media Framework • Open source media player framework • Builds on the core functionality of the PDK • Enables developers to quickly deploy a robust, scalable, customizable media player for IIS Smooth Streaming delivery • Built on the player code base used to deliver many Smooth Streaming deployments, such as Sunday Night Football, the Olympics, etc. 70
Reporting, Analytics, Monitoring • IIS Advanced Logging • Third-party integration – Conviva (real-time content delivery analytics) – Omniture (Web analytics) – DoubleClick (advertising)
• Silverlight Analytics Framework integration – Logs video experiences built on the Silverlight Media Framework 71
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Computer
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 72
IIS Smooth Streaming Workflow Server Manifest .ism file
Video Asset
Client Manifest .ismc file MP4 file(s)
Live Video
Blow up of IIS MS Advertising IIS Media Services Internet Information Services
Audio Asset
Windows Server Origin Server
Encoder
Computer
Phone
Origin Server Set top box
Live Audio
Acquire
Optional Web Cache, e.g., IIS ARR
Media Assets
Encode
Deliver
Consume 73
Advertising with Smooth Streaming • • • • • •
Pre-roll or pre-timed interstitial videos Live stream ad insertion Synchronized banner ads Interactive overlay advertising HD advertising using bit rate history Targeted advertising based on analytics – Using third-party Smooth Client extensions – Using IIS Advanced Logging 74
Next Steps – Acquire & Encode • Acquisition – switch to HD source if possible • Encoding – Expression Encoder • Download the free trial of EE4 from http://www.microsoft.com/expression/products/Encod er_Overview.aspx • Upgrade the free trial version on-line for just $199
– Third-party encoders • See the list at http://www.iis.net/media/partners • Visit encoder companies here on the show floor 75
Next Steps - Deliver • Visit http://ww.iis.net/media to learn more IIS Media Services and edge caching with ARR • See the list of CDN partners at http://www.iis.net/media/partners • Follow up with OVPs Kaltura and Ooyala: – http://corp.kaltura.com/about/silverlight_signup – http://www.ooyala.com/go/microsoft-silverlight
76
Next Steps – Consume • Learn about the broader Silverlight Media Framework at http://smf.codeplex.com • Learn more about the IIS Smooth Streaming PDK, see http://www.iis.net/smoothplayer • Get the details on the Microsoft Silverlight Analytics Framework at http://msaf.codeplex.com
77
Resources - Demos www.IIS.net/media/demo
78 Images (c) copyright Blender Foundation / www.bigbuckbunny.org, Universal Pictures, SanDisk, iStreamPlanet, and Microsoft
Resources – Customer Examples www.IIS.net/media/showcase
79
Resources – Partners www.IIS.net/media/partners
80
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Q&A
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