I’m excited to show case a personal project. It has helped me quite a bit with my home lab, I hope it can help you with yours too! ffmpeg-over-ip has two components, a server and a client. You can run the server in an environment with access to a GPU and a locally installed version of ffmpeg, the client only needs network access to the server and no GPU or ffmpeg locally.
Both and client and the server need a shared filesystem for this to work (so the server can write output to it, and client can read from it). In my usecase, smb works well if your (GPU) server is a windows machine, nfs works really well for linux setups.
This utility can be useful in a number of scenarios:
- You find passing through a (v)GPU to your virtual machines complicated
- You want to use the same GPU for ffmpeg in multiple virtual machines
- Your server has a weak GPU so you want to use the GPU from your gaming machine
- Your GPU drivers in one OS are not as good as another (AMD RX6400 never worked for me in linux, but did so in windows)
I’ve posted some instructions in the Github package README, please let me know if they are unclear in any way and I’ll try to help!
Here's the link: https://github.com/steelbrain/ffmpeg-over-ip
Oh oof. I thought removing that requirement would be the whole point of something named "FFmpeg-over-IP". Shared filesystem usually involves full trust between machines, bad network error handling, and setting things up by hand (different config on every distro)
The same server could also offer a download link for the transcoded video, and also receive URL parameters for the transcoding options. Or the transcoded video itself is returned after the subprocess finishes.
Something along the lines of:
Server
Client This way no shared filesystem is required.There are ways to intercept writes without root and send them to another machine. Eg you could use LD_PRELOAD. But that's exactly the kind of pain in the ass that I was hoping a project named FFmpeg-over-IP would automate.
> Note that if hardware acceleration is configured in the calling application, the exact same hardware acceleration modes must be available on all configured hosts, and, for fallback to work, the local host as well, or the ffmpeg commands will fail.
I wanted to mix and match windows and linux, and it was clear rffmpeg wasn't going to work for me.
One plus rffmpeg does have is that it supports multiple target hosts, so it's useful if you want some load balancing action. Although you could do the same with ffmpeg-over-ip, just selecting the servers dynamically but rffmpeg does make it easier out of the box.
[1]:https://github.com/joshuaboniface/rffmpeg
Because if so, the word transcoding does not appear neither in this Show HN nor in the GitHub README.
And I can't think of any other use for this than to perform hardware-assisted transcoding on a remote machine.
Apparently it has nothing to do with OpenGL or CUDA, which are the primary uses for a GPU. And ffmpeg itself has more use cases than just transcoding files.
Solutions like these are the things that just make me tilt my head and make the clueless "huh?" sound.
At least that’s why I built something similar in Go for myself.
Before anyone mentions WSL: it either didn’t support GPU passthrough or was very difficult to configure when I set this up a few years ago, don’t know about current status. And you can’t call Windows executables from WSL when you SSH into it.
[1] https://github.com/PowerShell/Win32-OpenSSH/issues/139
Wrote it in C# and it runs both on Windows and Linux. The original need for this actually was to accelerate encodes a system I run on a cloud VM needs when I have either my desktop or laptop available, who then work as encode slaves and pick up jobs, run them and send the output files back. If no slaves are available, the system falls back to local CPU encode. Later I ended up using this using a local Windows server machine as the "client" the slaves also connect to to ask for jobs (actually the system runs inside a Unity project in that case because C# is awesome).
Probably a bit of a rare problem I hit with this is that different NVENC generations generate different enough bitstreams that they can't be concatenated together. From my pool of machines I found out only my RTX 2070 and RTX 3080 Mobile are compatible. GTX 970 and Quadro P5000 that I had laying around both were incompatible with that pool and with each other.
Interestingly I found no similar software to the chunked encoding in my system, but am chalking it up on me not searching hard enough or these being integrated deep in to commercial/private systems. It would make sense that big players like YouTube have something like this in place, as reducing latency for individual upload transcodes finishing is beneficial instead of limiting their speed to a single hardware encoding / software encoding node. It's the same amount of processing that needs to be done in the end anyway, so might as well use 10 nodes to complete single jobs really quickly one after another
Submission from 6 months ago, https://news.ycombinator.com/item?id=39929602 https://www.youtube.com/watch?v=0RvosCplkCc
I dont meant to discourage you, but it is possible to replace your entire repo with a simple bash alias:
If your usecase is solved by an alias, that's really good! I am glad you can use an alias. My usecase required a bit more so I wrote this utility and am sharing it with my peers
I looked over your source code and just saw a bash wrapper with webserver, so no significant IP. Any potential innovations: like possible distributed transcoding, sharding/partitioning transcoding pipeline to speed-up are missing.
its just a bash wrapper, thats why I commented about bash alias.
I don't mean to sound like a jerk, but I was honestly looking for some innovation about ffmpeg
Can you expand on that?
as for bash-ssh solution, you don't need shared FS, if you don't need intermediate results. you can use SCP to get the final result after transcoding has finished. something like:
my meta point being is, before engineering something with programming language, and handrolling webservers, with auth, and workers - just try to implement your system with bash scripts.Martin Klepmann created an entire database using just bash aliases in his book "Designing Data Intensive Applications"
If you are wondering why the binaries are so large, it's because they are packaged-up node.js binaries. I tried to learn a compile-to-native language to rewrite this in so you won't have to download such bloated binaries but didn't get far. I learned Swift and still have a WIP branch up for it[2]. I gave up after learning that there's no well maintained windows http server for swift.
I'm currently on my journey to learn Rust. So maybe one day when I do, you'll see the binary sizes drop.
[1]:https://github.com/steelbrain/ffmpeg-over-ip/releases/tag/v3... [2]:https://github.com/steelbrain/ffmpeg-over-ip/tree/swift-lang
Keep up the good work!
[1] https://docs.deno.com/runtime/reference/cli/compiler/ [2] https://bun.sh/docs/bundler/executables
[1] https://www.exit1.org/dvdrip/