The next issue of our popular reference guide for WebRTC metrics is now available as a free download!
Web Real-time Communications (WebRTC) is a technology that enables audio and video calls in the web browser without plugins. WebRTC is part of the HTML5 standard, which is defined at the World Wide Web Consortium (W3C). WebRTC defines a Statistics API, which can be used to collect data from the peer connection between two participants. This report presents and discusses anonymised WebRTC metrics collected by callstats.io.
The report covers metrics sampled across all deployed apps and services using callstats.io. In the report, we cover Objective Quality version 3, distribution of frame resolution, and the stability of frame resolution during a call. The report answers questions like:
- What operating system and browsers dominate WebRTC?
- Do different browsers, OSes, geographical locations, or number of participants have an impact on quality?
- What is the distribution of frame resolution based on browser, OS, number of participants, and duration of a call?
- Is the frame resolution more stable on different browsers, OSes, or depending on the duration of the call?
Lastly, callstats.io enables a world where teams effortlessly collaborate, people reliably get access to the best doctor, the most prompt support staff, the coolest interconnected video game or entertainment system. If developers are stuck reinventing the wheel, they cannot innovate and create the products that amaze and fascinate. We help developers on any size team build the next generation of effective, effortless real-time communication products.
WebRTC Metrics Report Highlights
- Microsoft Windows is the most dominant platform in the WebRTC market.
- Google Chrome is the most dominant browser in the WebRTC market share.
- Media quality on the desktop is around 1.5 (fair), whereas, for Electron it is above 2.0 (excellent).
- Media quality on mobile is more stable and consistent, with a median score around 2.0 (Excellent).
- Media quality for intracontinental sessions is above 1.5 (fair), while it is 1.0 (bad) for inter-continental sessions. The main reason is hairpinning, i.e., media over longer paths are subjected to the vagaries of the best-effort Internet.
- 70% of the sessions are peer-to-peer. Quality is higher and more consistent for fewer participants.
- Audio quality is consistent for 55% of the session in a 3-participant call to 42% of the sessions in a 12-participant call.
- Video quality is consistent for 45% of the session in a 3-participant call to 26% of the sessions in a 12-participant call.
- Electron-based apps tend to use higher video resolutions compared to Chrome, hence tend to sacrifice on frame resolution stability.
- Windows, macOS, and iOS tend to have more stable frame resolutions during a call compared to Linux and Android.