I am new to DirectShow. I, like many others, am trying to create a socket-based P2P streaming solution for a WPF-based card game. I want each player to be able to see each other via small video windows.
My questions are two-fold. The first is How do I lower the frame sample rate and resolution? I believe 320x200 x 15 to 20 fps should be fine. I am using the SampleGrabber callback to grab frame data and send it over the socket; which is actually working with no compression at 640x480 resolution.
My second question is, since each frame contains 921,600 bytes, this really bogs down and I get very slow rendering just across my local WiFi connected LAN. I added a simple MJPEG compression (wanting to switch to h.264 later) and I noticed the bytes drop to around 330-360k. Not a bad improvement.
On the receiving end Do I need to create a custom DirectShow Source Pin in order to serve up the bytes received from the socket so I can attach a decoder and render the bytes in a window?
I just wanted to ask this first since it seems like a lot of work to create a new COM object (haven't done that in about 15 years!), register it, and use/debug it.
Is there perhaps another way?
Also if that is the way to go, should I use a SampleGrabber on the receiving end and create a BitmapSource from the decompressed bytes, or should I allow DirectShow to create a child window? Thing is, I want to have more than one other player and I set an extra byte in the socket to tell what table position they are in. How do I render each position in turn?
For those that are interested, here is how you set the resolution and add an encoder/compressor: