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E1.31 up for revision - something about Synchronization

Started by JonB256, July 31, 2015, 07:02:01 AM

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1.5 Universe Synchronization
This standard defines a mechanism by which data streamed by a single source to many receivers may be
synchronized across a network. Through the use of synchronization packets, which are distinct in format
from data packets, a source can declare when all of its E1.31 data has been sent and can then be acted
upon synchronously.
This methodology may find most of its use in media applications, but can be expanded to a variety of
Long time Falcon, FPP and xLights user


Sounds a little interesting and designed to handle the lag inherent in sending a large number of universes.  Send out hundreds of data packets with a flag set to tell the controller to not display the data until it receives a multicast sync packet.  Then send the multicast sync packet and the controllers all display their cached data packet in sync with each other.  I saved a copy of the draft spec.  Thanks.

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