Thursday, February 27, 2020

VMware Horizon Real-Time Audio-Video (RTAV) Feature Explained


VMware Horizon Real-Time Audio-Video (RTAV) Feature Explained
With the Real-Time Audio-Video feature, you can use the local client system's webcam or microphone in a remote desktop or published application. Real-Time Audio-Video is compatible with standard conferencing applications and browser-based video applications. It supports standard webcams, audio USB devices, and analog audio input.
End users can run Skype, Webex, Google Hangouts, and other online conferencing applications in their remote desktops. This feature redirects video and audio data to the agent machine with a lower bandwidth than can be achieved by using USB redirection. With Real-Time Audio-Video, webcam images and audio input are encoded on the client system and then sent to the agent machine. On the agent machine, a virtual webcam and virtual microphone can decode and play the stream, which the third-party application can use.
No special configuration is necessary, although administrators can set agent-side group policies and registry keys to configure frame rate and image resolution, or to turn off the feature. By default, the resolution is 320 by 240 pixels at 15 frames per second. If needed, administrators can also use client-side configuration settings to set a preferred webcam or audio device.
Note This feature is available only on some types of clients. To find out whether this feature is supported on a particular type of client, see the feature support matrix included in the installation and setup document for the specific type of desktop or mobile client device.
Real-Time Audio-Video (RTAV) Design


Architectural Challenges of Running Real-Time Audio and Video in a VDI Environment
Previously, VoIP and video support in VDI environments was limited by architectural issues that prevented audio and video conferencing from working optimally in a virtual machine. These issues included:
·       Heavy CPU load on data center servers – All processing for VoIP and video chat calls was handled on the data center servers.
·       Media hair-pinning – VoIP and videoconferencing traffic was not sent point-to-point but streamed through the data center network and server.
·       High bandwidth usage – Audio and video traffic was not encoded with standardized codecs but was sent as raw USB traffic, resulting in extremely high bandwidth usage.
·       No quality of service (QoS) – Audio and video traffic was sent inside the display protocol, which did not provide granular QoS policies to prioritize VoIP and videoconferencing traffic.