Re: twitch stream delay and lagg
1) Streaming is not instantaneous. There will always be about a 6-20 second delay.
In that 10 seconds:
Your video is captured from all sources, composited, encoded, buffered, uploaded to the local ingest, rebuffered, replicated to the central/remote nodes across the Twitch infrastructure, buffered again, transmitted to your viewer, rebuffered, decoded, and displayed. 10 seconds for all that work is FAST. This isn't a peer-to-peer Skype call, which just sends a low-quality video camera feed directly peer to peer.
2) 50/1 is bad, for streaming. For streaming, nearly ALL of your concern is on the UPstream side, so that 1mbps. For a decent 720p@30fps standard stream, 1500kbps (1.5mbps) video bitrate is the recommended minimum. That doesn't count extra for your audio, network communication for your game, or any network fluctuation. Realistically you need closer to 2mbps to swing that. It's also just what your ISP is telling you that you SHOULD get, not necessarily what you ACTUALLY get.
So. Hello, reality.
Run a 6MB test at
http://www.testmy.net/upload to see what you actually get as constant upstream throughput. Speedtest.net is next to worthless for livestreamers, as it measures overall averaged transfer speed, not constant (which streaming and video games rely on).
Post a log file. There's a sticky at the top of the forum, a link to it when you submit a new thread, and a link to it when you use the 'Post Reply' button (as opposed to the 'quick reply'). We'll be able to get a better idea of what you're trying to do, and where the problem may be originating from, once we have that logfile to look through. Make sure it's one from a live streaming session, not just an offline test.
I'll say in advance though, the most common mistake that new LoL streamers make is using Monitor Capture, instead of a Game Capture for the in-game client, and a Window Capture (with Aero on) for the out-of-game PVP.net client. Under Win7, Monitor Capture is ridiculously bad... to the point it can (and does) cause in-game lag, low framerates, stutter, and other problems.
With 1mbps upstream, you're probably looking at a 360p or 480p stream at most, using about 500kbps for video, and 48kbps AAC audio, with the remaining ~450kbps reserved for the game and network fluctuations, assuming you're even getting the full 1mbps upstream that your ISP is telling you. LoL is very bandwidth-greedy on the upstream, and will lag like crazy if something else is using too much of the network bandwidth (which livestreaming DEFINITELY does).