When we talk about real-time streaming at Red5, we often use the phrase “Streaming at the Speed of Thought.” It is not just a tagline. It is a very literal target and mission. In this blog you will learn how human perception, neuroscience, and physics shape what “real-time” actually means in practical streaming systems.
The Science Behind the “Speed of Thought”
Neuroscience tells us there is a gap between when something hits our senses and when we consciously register it. Depending on the task, the “Speed of Thought” typically falls somewhere between about 50 and 200 ms, with values around 150 ms often cited for simple reactions like a runner responding to a starting gun. Once you get under roughly 400 ms end to end, most people cannot consciously detect a delay, as long as everyone in the experience is seeing the same thing at roughly the same time.
More recent work out of Caltech puts another interesting number on this. If you look at the actual information throughput of our conscious processing, it is on the order of 10 bits per second, versus roughly a billion bits per second coming in through our senses. The authors jokingly call the belief that we can “upgrade” this like a modem the “Musk illusion.” Our brains are not anywhere near as instant as our networks. If you prefer video format, watch this video.
So when we say we want streaming video “at the Speed of Thought,” what we really mean is this. We want the full pipeline, from the camera to the viewer, to stay under the thresholds where human perception starts to complain, and we want all participants to stay in sync with each other.
Humans Are Part Of Your Latency Budget
Most product teams obsess over encoder settings, buffer sizes, and protocol overhead. That is important. But we often forget that people themselves add latency.
A few examples from the research and from real deployments:
- Reaction time. Average visual reaction time is around 250 ms, and even highly trained people rarely get below 150–190 ms.
- Eye movements and focus. Shifting your gaze with a saccade and refocusing on a new target typically takes on the order of 200 ms when you include the delay before the eye movement even starts. Larger gaze shifts with head movement take longer.
- Switching views. Moving your attention from a phone screen in your hand to a huge LED board in a stadium, or from the field to a TV over the concourse, is not free. By the time you notice something happened, decide to look, move your head, and refocus, hundreds of milliseconds have already gone by.
This is why I push back when someone insists they “need” 50 ms latency for a use case that is fundamentally visual and spread across a large physical space. If fans are in a stadium, watching the field, the jumbotron, and overhead TVs, they are not operating like a lab experiment staring at a single pixel.
In-Stadium Streaming, Physics, And Fan Experience
Watching a basketball game in a stadium.
We have been doing a lot of work around in-stadium streaming, and this is where the difference between physics and perception gets very real.
One recent conversation was with a team that wanted every TV in a football stadium to track the live action on the pitch with less than 100 ms of delay from the field. On paper that sounds great. In practice, with their encoder and network constraints, it was extremely hard to hit.
A goal missed because of human perception at the stadium.
The funny part is that they were already hitting something closer to 400 ms quite reliably, which is well within the “Speed of Thought” window for most people. By the time a goal is scored, the crowd roars, and you look up from your drink to the nearest screen, you have already burned more than that in human reaction and eye movement. You simply cannot perceive that extra couple of hundred milliseconds in that context.
In my recent blog on real-time in-stadium streaming, I talked about this in more detail: how real-time video inside the venue makes overhead screens, mobile apps, and broadcast operations all feel like a single coherent system instead of three slightly different timelines. For more detail, check out our in-stadium streaming solution page. It outlines what Red5 offers for venues and operations teams working on this type of experience.
The Speed Of Sound, Thunder, And Why Lip Sync Is Hard
Vision is surprisingly forgiving. Audio is not.
The speed of sound in dry air at 68 °F is about 343 m/s, and it changes with temperature and humidity. Stadium sound engineers know this cold. They deliberately introduce delays on different speaker arrays so that, for a given seating zone, the sound from the nearest speaker hits your ears at roughly the same time as the sound originating from the stage, or at least close enough that it feels natural. This is basic time alignment.
Lightning is visible before thunder is heard.
You have seen the classic version of this on a stormy night. Lightning and thunder happen at essentially the same moment, but you always see the lightning first and hear the thunder later because light travels almost a million times faster than sound.
In a stadium or arena, the same principle shows up in the most painful UX problem of all. Lip sync.
There is a surprisingly small window where the brain is happy with audio and video lining up. For broadcast and film, acceptable lip sync error is often kept within a few tens of milliseconds, and controlled tests suggest that people can detect audio leading or lagging the video once you get past something like 40–100 ms depending on the direction.
Now put this in a real venue.
- A singer is on stage, projected on huge LED screens.
- A drummer is hitting a snare that you see both directly and on the screen.
- The physical sound from the stage takes time to travel to you.
- The sound from the PA system is delayed and shaped differently depending on your section.
- The video chain has its own latency that is effectively tied to the speed of light, so it arrives “instantly” compared to the audio.
If the screens and the sound system are not designed together, you get that unpleasant feeling that the mouth and the voice are slightly off, or the drum hit is visually out of step with what you hear.
Those are the hardest cases. Not the scoreboard graphics, not the instant replay, but making a live performer on stage feel coherent with a distributed audio and video system that is bound by the speed of sound.
Designing For Real Humans, Not Just Lower Numbers
The big lesson for me, and what we talk about internally a lot at Red5, is that nothing is truly instant, including your users. There is latency in the camera, in the encoder, in the network, and in the player. There is also latency in the eyes, ears, and brain on the other side.
When we design real-time systems, especially for environments like in-stadium streaming, drone operations, smart city surveillance, live auctions, or sports betting, the question should not only be “how low can we get our latency number.” The better questions are:
- Which parts of this experience need to be aligned at the speed of sound and perception, and
- Where is “speed of thought” more than enough as long as everything stays in sync?
Those answers will differ for an in-arena concert, a stadium full of screens, a remote betting shop, or a traffic operations center. The physics stays the same, but the perception does not.
Conclusion
Streaming at the Speed of Thought is ultimately about designing real-time systems that work within the limits of human perception, not chasing abstract latency numbers. When video, audio, and every endpoint stay aligned inside that sub-400 ms window, the experience feels instant, natural, and trustworthy. The goal is predictable, in-sync delivery that matches how people actually see, hear, and react in the real world.
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