What is Playback?
When you stream video, you need two things: a way to send video (ingest) and a way for viewers to watch it (playback). This guide focuses on the playback side, how viewers watch your stream.The Playback Paths
There are different playback paths you can use to watch your stream:Direct WebRTC/WHEP (Ultra-Low Latency)
Best use case is for small audiences (under 1,000 viewers), interactive streams, real-time applications.| Pros | Cons |
|---|---|
| Nearly instant playback (sub-second latency) | Expensive at scale (each viewer needs a dedicated connection) |
| Great for two-way interaction (gaming, auctions, sports betting) | Limited to ~1,000 concurrent viewers per stream |
| Not all browsers/devices support it well |
Workflow Diagram
HLS/DASH via CDN (Scalable)
Best use case is for large audiences, reliable playback, broad device support| Pros | Cons |
|---|---|
| Scales to millions of viewers | Higher latency (typically 10-30 seconds) |
| Works on virtually all devices | Not suitable for real-time interaction |
| Cost-effective for large audiences | |
| CDN handles traffic spikes |
Workflow Diagram
Livepeer Studio
Livepeer Studio supports both WebRTC and HLS protocols within a single workflow. Best use case for development and testing. Livepeer Studio can also be used on a smaller scale for productionChoosing the right playback path
| Criteria | HLS Playback | WHEP Playback | Livepeer Studio |
|---|---|---|---|
| What It Is | HTTP Live Streaming - segment-based protocol | WebRTC HTTP Egress Protocol - real-time WebRTC streaming | Managed video infrastructure platform |
| Latency | 6-30+ seconds | < 1 second (sub-second) | Both available (HLS + WebRTC) |
| Compatibility | Near-universal (all browsers, devices, smart TVs) | Modern browsers with WebRTC support | Both HLS and WebRTC endpoints provided |
| Best For | Maximum device compatibility, large-scale broadcasting, VOD content | Ultra-low latency, real-time interaction, two-way communication | Quick development, MVP/prototyping, flexible infrastructure |
| Scale | Thousands to millions of viewers | Hundreds to low thousands of concurrent viewers | Tens to low hundreds of viewers |
| Use Cases | Live sports broadcasts, webinars, concerts, on-demand libraries | Live trading platforms, multiplayer gaming, interactive Q&A, live auctions | Testing ideas, proof of concepts, projects needing both protocols |
| Choose When | Latency of 10-30 seconds is acceptable and reach matters most | Real-time interaction is critical and you have modern audience | You need to ship fast without managing infrastructure |