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Browser playback stays on explicit QUIC/MoQ by default. With a verified bridge, choose AMT or native multicast on the Shaka player when you want a physical-path test.
Compare QUIC, ROUTE/mABR, AMT, and native multicast/DIMT for a live stream from the International Space Station. Live signals show the last 60 seconds of latency, frame rate, and total received throughput, plus loss and FEC while a multicast leg reports them. Physical-path boundary latency stays blank until packet, decode, render, and transport attribution evidence is complete.
Play the live ISS camera views in this browser over QUIC. A verified local Blockcast bridge can expose explicit AMT or native multicast choices for a physical-path test.
Browser playback is active over QUIC. AMT and native multicast require a local bridge, which is still being checked.
Connect BeaconAndroid, iOS, desktop IWA, and extension packages provide only local discovery and thewindow.multicast bridge. This tab keeps catalog resolution, decoding, rendering, and controls.
This public demo is playback-only and never receives publishing credentials. Supported encoders are FFmpeg with the moq_mmt muxer (version_filter=moqt-16) and cast, which also takes SRT contribution; HTTP live is pulled from your CMAF origin through a pull zone. Account-scoped publishing remains a roadmap item until namespace and node authorization are implemented and verified.
Account-scoped WHIP endpoint creation is not available from this demo yet. It will ship only after signed-in namespace and node authorization are wired end to end.
Publishing must bind track discovery, subscriptions, and revocation to the logged-in namespace. The public playback catalog does not grant that authority.
Blockcast measured MMTP over MoQ in its lab and in a recorded demo. The article has the full results.
An optional FEC repair track protects keyframes and their timing packets. On multicast in Blockcast’s lab, it cut frozen-picture time from network loss by 97%. That’s at keyframes that ordinary repair couldn’t rebuild, across three loss patterns.
In Blockcast’s recorded demo, three players on one machine received 52% fewer bits on multicast than on unicast, repair included.
Unicast and multicast carry the same media packets. In the recorded demo, moving each of three players from unicast to multicast cost at most one pause.