Notes on segmented media delivery and stream testing.
This is a small internal notebook about HTTP-based media delivery: how fragments are chunked, how buffers are sized, and how players recover when a segment arrives late.
A player that buffers two seconds of video will stall on any jitter longer than two seconds. Most of what looks like "bad network" is a buffer that was sized for a different bitrate.
Low-latency delivery is mostly about removing round trips, not about compressing harder. Every extra handshake is a full RTT added to startup.