I am working on screen sharing project. I am sending only screen differences over socket comparing previous and actual buffer. It working
I am sending 8 to 9 FPS to client using Format16bppRgb555
to reduce overall bytes size of Bitmap
byte[] wholescreensize= new byte[1360 * 768 * 2];// Its around 2 Mb
My problem Is when full screen is changed.
I am getting about 45-60 kb of PNG image using below function
45kb * 10 (FPS) = 450 kb
It is possible to reduce beyond 45 kb.
I am not interested to reduce FPS as it live screen sharing app.
JPEG Compression or LZ4/GZIP also not making much difference as PNG image already compressed
private void SendImgDiffToClient(byte[] contents,Rectangle rectangle)
{
//Converting Small Portion to Bitmap.Bcoz Image.FromStrem not working here error Parameter is not Valid
byte[] byteArrayout = new byte[contents.Length];
var bitmap = new Bitmap(rectangle.Width, rectangle.Height, PixelFormat.Format16bppRgb555);
var bitmap_data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.WriteOnly, PixelFormat.Format16bppRgb555);
Marshal.Copy(contents, 0, bitmap_data.Scan0, byteArrayout.Length);
bitmap.UnlockBits(bitmap_data);
//Converting Small Bitmap to Png Byte Array and Sending to Client
using (MemoryStream ms = new MemoryStream())
{
Image msImage = (Image)bitmap;
msImage.Save(ms, ImageFormat.Png);
msImage.Dispose();
byteArrayout = ms.ToArray();
}
SendtoClient(byteArrayout);
}
My Questing is what is a best approach to reduce bytes in such scenario.