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Hls.js VS Video.js: Choosing a Player for HLS Live Streams

Blog post from Video SDK

Post Details
Company
Date Published
Author
Video SDK Team
Word Count
2,219
Company Posts That Month
14
Language
English
Hacker News Points
-
Post removed?
No
Summary

hls.js 1.7.3 and Video.js 8.24.1 address live HLS playback at different layers: hls.js is an HLS-only streaming engine that requires developers to provide their own controls, while Video.js is a full player framework with controls, skins, plugins, and its bundled VHS engine, which supports both HLS and MPEG-DASH. hls.js is positioned as the clearer option for documented low-latency HLS support and custom interfaces, whereas Video.js 8 with its `liveui` option provides ready-made live-edge controls and is suited to standard-latency playback. Video.js does not use hls.js by default, although future Video.js 10 custom elements include options for both its native engine and hls.js. Browser behavior, CORS configuration, native Safari HLS support, iPhone ManagedMediaSource availability, DRM requirements, captions, bundle size, and buffering defaults can affect implementation choices. Documentation for VHS low-latency HLS support is inconsistent, with feature pages describing it as planned while release notes and source code indicate it is enabled, so developers are advised to test their own streams. Neither option provides sub-second latency because HLS intentionally remains behind the live edge; WebRTC is recommended where real-time delivery is required.

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