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WebRTC Video and Voice Chat Issues

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Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Hi rollers, We've rolled out some upgrades to the integrated WebRTC Video and Voice chat system today. The previously "beta" version is now the new default and comes with some upgrades to stability.&nbsp; If you're having issues try using the "Reconnect" button in your Settings tab at the bottom of the Video + Voice options. If that doesn't fix your problems please provide us with a&nbsp; Console Log . The information there will help us narrow down the connection issues you might be having. To test your WebRTC connectivity, please go to&nbsp; <a href="https://test.webrtc.org/" rel="nofollow">https://test.webrtc.org/</a> for a webRTC diagnostic test. Once there: 1. Click on the Start button. 2. Allow the test to run itself through the various subtasks (Microphone, Camera, Network, Connectivity, and lastly Throughput). 3. If the test runs into any issues, click on the bug icon at the top, this brings up a new window to create a bug report. 4. Describe what issues you had with the diagnostic test and then click on “Upload Report” 5. This will pull up a new window that provides a link to the report (“The *link* to the report is now available”). This link will be available for the next 90 days. Copy the link and paste it here in this thread. Known Issues: Backend server stability resulting in some failed connections Using the reconnect button after changing broadcast settings doesn't take affect until other members of the chat also refresh. Thank you for your patience as we continue to develop this feature.
Looking through a few of the reports, it seems many of my players (myself included) have the following error: "warning":"Could not connect using reflexive candidates, likely due to the network environment/configuration Is there something we can do on our ends to imporve the network environment/configuration (opening ports etc.)? &nbsp; I know nothing about webRTC (other than i'm slightly less-than-impressed with it).
<a href="https://test.webrtc.org/report/AMIfv97eH4mAolh7cES" rel="nofollow">https://test.webrtc.org/report/AMIfv97eH4mAolh7cES</a>...
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I don't have a table again until Friday, but these issues were kicking our stuff in over the weekend. &nbsp;Here's my report. <a href="https://test.webrtc.org/report/AMIfv97FlpLSGevvb-G" rel="nofollow">https://test.webrtc.org/report/AMIfv97FlpLSGevvb-G</a>...
Jack V. said: Looking through a few of the reports, it seems many of my players (myself included) have the following error: "warning":"Could not connect using reflexive candidates, likely due to the network environment/configuration Is there something we can do on our ends to imporve the network environment/configuration (opening ports etc.)? &nbsp; I know nothing about webRTC (other than i'm slightly less-than-impressed with it). The reflexive candidates test of this tool uses an method that does not work when you're behind a router or firewall (it's specific to webRTC detailed&nbsp;<a href="https://github.com/webrtc/testrtc/issues/129" rel="nofollow">https://github.com/webrtc/testrtc/issues/129</a>) that's going to come back with a warning any time you're on a local network with a NAT to the interwebs. So basically like 99% of home users.
been having issues with camera on roll20 ever since the whole able to broadcast video only update. camera just not working. chrome has permission, cache cleared. webcam works instantly on skype. i sign out of skype just to make sure it isnt interfereing with roll20, still not working <a href="https://test.webrtc.org/report/AMIfv96u6kJetvDrCEdSBuj66JnFfFRY5Dy0ro5l_4-Up9N1ie5eNvve-rhD3BAvpOcezJMy1c0ztXjREbBMVg8LTlXtDMJRcJ7BRvj78uG_FgU6hf0gSZrFXqwei1yVVkTuTjukGWeC8sGGDrO_XUAS8RjEt7zPeQ" rel="nofollow">https://test.webrtc.org/report/AMIfv96u6kJetvDrCEdSBuj66JnFfFRY5Dy0ro5l_4-Up9N1ie5eNvve-rhD3BAvpOcezJMy1c0ztXjREbBMVg8LTlXtDMJRcJ7BRvj78uG_FgU6hf0gSZrFXqwei1yVVkTuTjukGWeC8sGGDrO_XUAS8RjEt7zPeQ</a>
link Here is my test report. I got the "[ WARN ]Could not connect using reflexive candidates, likely due to the network environment/configuration." error as well. I don't use a webcam, but I need this to work over a VPN for a player in China, please.
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Here's my report... I cant have IPv6 enabled without having something else going wrong. &nbsp;if i take it off, visa versa. &nbsp; <a href="https://test.webrtc.org/report/AMIfv94PEcLBXxThAqb" rel="nofollow">https://test.webrtc.org/report/AMIfv94PEcLBXxThAqb</a>... ALSO: regarding the Appear.in website with multiple people connected to it. &nbsp; with my situation, i had 2 other people connected up to my LAN and then i upload those webcams to Appear.in &nbsp;with 4 other players also trying to connect and Download/Upload their feed. For a total of 6 players. &nbsp; &nbsp;It was unstable for us to use, we then switched to Google Hangouts and worked perfectly. &nbsp;&nbsp; I think if Roll20 is striving towards the Appear.in situation.. its still not stable. &nbsp; &nbsp; Whatever OpenTok was using and providing.....must have been one hell of a system to use. &nbsp;&nbsp; EDIT: I'm wondering if opening up ports to specifically Roll20 would help with the connections? &nbsp;Port Fowarding may be an option here!&nbsp;
<a href="https://test.webrtc.org/report/AMIfv94D2g-uMQo0r3d" rel="nofollow">https://test.webrtc.org/report/AMIfv94D2g-uMQo0r3d</a>... Video issues this side since the most recent change.
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We had our regular game last night. Barely. Roll20 voice and video simply does not work. One on one mostly works, but as soon as you add extra people it all goes to hell. This is now beyond frustrating. We ended up using Google Hangouts to speak to each other, which was still sub-standard because it doesn't let you mute individual people so the two of us in the same room had to deal with self-echo. But it was a huge improvement over the debacle that was the Roll20 version. You HAD a version that worked. For the love of all our sanity, GO BACK TO IT!!!!!!!!! Why is this so damn hard to get through? Stop faffing around with this thing that you pushed on us two weeks ago and which is still completely non-functional for anyone. I'm getting beyond pissed off at this stage. OpenTok worked. For god's sake, reinstate it.&nbsp; (And stop closing the threads where we try to detail our problems. You want feedback? Stop closing and hiding the bug threads.)
Heather A. said: You HAD a version that worked. For the love of all our sanity, GO BACK TO IT!!!!!!!!! Why is this so damn hard to get through? Stop faffing around with this thing that you pushed on us two weeks ago and which is still completely non-functional for anyone. I'm getting beyond pissed off at this stage. OpenTok worked. For god's sake, reinstate it.&nbsp; (And stop closing the threads where we try to detail our problems. You want feedback? Stop closing and hiding the bug threads.) "OpenTok worked." You're right, it did. But it also would never have allowed them to make any enhancement on top (like whispering or choosing audio devices, etc) which people had repeatedly requested for. Yes there are problems with the current system, but they are trying to fix them, which in my opinion is better than a stagnant video chat that could never be improved upon. From everything the devs have said, it seems obvious that the costs that OpenTok were quoting them would no longer be cost effective to roll20 if OpenTok was the secondary option (as it would always have been once roll20's webRTC version was stable, regardless of whether it is now or not). So you're asking them to pay out more for a system that, while granted, was more stable than the current roll20 webRTC system, would never have been better in features as roll20 could never add to it. And the best way to detail the problems is to reply with the information roll20 asks for, providing the console logs and doing the diagnostic tests, not just complaining about the issue because that doesn't actually give roll20 data to work with.
Console Log: <a href="http://pastebin.com/wHczqFDZ" rel="nofollow">http://pastebin.com/wHczqFDZ</a> Video connected fine for 3 players (all the people I had at the time) but was unable to use the volume sliders or mute any of my players (In Firefox). Also noticed while no players were connected, when trying to move my avatar around, it was locked to the bottom of the screen (and sometimes went underneath the macro bar so had to refresh to be able to move it again) (This was in Chrome). Went on Appear.in for remainder of session with no issues.
Group unable to talk to one another. Reloading allows one person to talk to one other at random. Usually no one's able to talk to one another. tried switching Browsers and the chat tech settings with no change. Here's my console log.&nbsp; <a href="https://www.dropbox.com/s/f37w4dnk57kbiwt/LowellFr" rel="nofollow">https://www.dropbox.com/s/f37w4dnk57kbiwt/LowellFr</a>... WebRTC report&nbsp;<a href="https://test.webrtc.org/report/AMIfv94nFmjD7Lec7G-GpIvlLZK3kjRi2OkhZh4YSh-VUCXS0ELRawsg2-XPl1mqolts9SZsL3cN9OLCjKauQFmXsObW157I8b-zosOurO_54ZTFYG8s9zSmrHSaOsMsiZ6pYZP8mijzcVhBLdiI1E--im5blhFEkA" rel="nofollow">https://test.webrtc.org/report/AMIfv94nFmjD7Lec7G-GpIvlLZK3kjRi2OkhZh4YSh-VUCXS0ELRawsg2-XPl1mqolts9SZsL3cN9OLCjKauQFmXsObW157I8b-zosOurO_54ZTFYG8s9zSmrHSaOsMsiZ6pYZP8mijzcVhBLdiI1E--im5blhFEkA</a>
1481769431
Gid
Roll20 Team
Hello everyone, Just wanted to give you all a heads up that we continue to dig into these connection issues. We managed to successfully recreate the "Whack a Mole" scenario this afternoon among the dev team and it helped us see what many of of you are struggling with. We've devised a plan of attack and we're going to push some fixes to test out on the Development server tomorrow. Thank you for providing your console logs and your diagnostic read-outs as well as your continued patience with us!
Just posting another report from my game tonight. Me and four other players. Four of us video, one voice only. One had a lot of connection issues during the game. After an hour and a half, another disconnected. I decided to try and reset the game, it loaded very slowly and after multiple refreshes, I got back to where chat was working, but not video or voice. Don't know if this helps - probably not - but I thought I would mention it.
I don't know a similar situation was mentioned elsewhere here, but my group had no problems at all last night in chat and I figured out why: we were all "Voice Only" on our broadcasts. &nbsp;I tried to enable my camera and it all went haywire again. &nbsp; Once everyone was set back to "Voice only", the session ran without issue for the four hours we played. &nbsp;Don't know how much that narrows it down, or allows players to get by until all the issues are fixed, but I figured I'd give a head's up. &nbsp;
We only use "voice only" and mutes, failed microphones, and impossible play session happened to us so sadly I wish that was the fix.&nbsp;
Video was really wonky last night. We tried voice only as well. While it had fewer problems, we still had issues with not everyone able to hear each other. We tried a bunch of different combinations, but nothing resolved things lst night. One other weird thing - if we set broadcast and receive to none (text only), we could still see ourselves on camera. That is, I only saw other players icons as expected but my icon, camera was enabled.&nbsp;
But until all the bugs are fixed you could leave it the old way ... Its quite annoying that we need another program for video running beside roll20 because the vid streams simply do not work
I was having that same issue as well Scoundrel. &nbsp;
We tried playing last night. Was a complete disaster. Issues included: - Only being able to hear some people and not others - Only being heard but not able to hear anyone else. - Reconnecting yielded random results Ended up switching to skype. I'm all for trying out new technologies and methodologies, but could you please leave the legacy system online until the new one is stable?
@Kristin C. How goes the testing on dev? I'm just wondering if I'm gonna have to cancel tonight's session as it's paramount that i have video chat working in the roll20 site. Using skype and the like is not an option for me.
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Gid
Roll20 Team
Barry Z. said: @Kristin C. How goes the testing on dev? I'm just wondering if I'm gonna have to cancel tonight's session as it's paramount that i have video chat working in the roll20 site. Using skype and the like is not an option for me. We pushed out a new fix to Dev and it looks like it's fixing most of the Wack-A-Mole issues. We found that once a connection was made between users in a game, when a user changed their broadcast settings down from video and voice to video/voice only or nothing, all the users in the game may need to click on the Reconnect button to get that change to stick for everyone. And the last person who's left in the game will still be broadcasting their video and voice. This is something we will look into, but we may have solved the connection stability issue. We have now moved this fix to Production. Let us know how that goes for you all.
Thank you. My fingers are crossed in hopes it works for us. Thanks for all your hard work!
Are we able to create a test game for people to jump in and out of for testing???? &nbsp;I know how frustrating it can be to be 5 min from game time, only to be playing around with trying to fix audio and/or video issues and loose game time. &nbsp;I was thinking of posting a link to a test game, and everyone could just post if they are going in or out. &nbsp;This way we can track how many people are in, so we can keep it under like 10 for bandwidth reasons. &nbsp;Please let me know if this would be helpful or realistic. &nbsp;
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3 other members of the group are online, and can broadcast and receive. I can do neither. <a href="https://test.webrtc.org/report/AMIfv96ZxxEbMejopwuUYleYDsCHO2I3zBXseJ570kyLu38qDcGdrhvWxy1wrzBQ45CPvzHwhvaQKnY8PTx8pY4Xn5S5pYTVP_Keh308zSSZmXREyios-KLLnAnhwxsgYv1J0CRAZqKJDUL1DlLcMxcRZh1itv44qg" rel="nofollow">https://test.webrtc.org/report/AMIfv96ZxxEbMejopwuUYleYDsCHO2I3zBXseJ570kyLu38qDcGdrhvWxy1wrzBQ45CPvzHwhvaQKnY8PTx8pY4Xn5S5pYTVP_Keh308zSSZmXREyios-KLLnAnhwxsgYv1J0CRAZqKJDUL1DlLcMxcRZh1itv44qg</a>
I'm still seeing issues with my group. 3 of us use the video, we don't use the audio. We will sometimes have 2 people able to see each other, and very rarely we get all 3. Usually no one can see more than their own mic. It's a tad frustrating, but at least we can still play. Refreshing doesn't seem to work every time, it does occasionally though.&nbsp;
Ok, our session was a bust. It just wouldnt work. There was a total of four but there always ended up being someone who couldnt see nor hear someone else. As a possible workaround, we tried using appear.in site for our audio and roll20 just for video (it was important for my PC to have the video feed in roll20 for all players). All clients were set to broadcast only video or have video with audio muted and it worked. We were excited to finally be able to play, but as we were about to start, the video feed for one of my players went black. After juggling with 'reconnecting' several more times I couldnt get his video feed to come back to my PC. We tried everything short of throwing salt over my left shoulder. After an hour of fiddling with things we finally gave up. We're off for two weeks, hopefully this video chat issue will be resolved by then. If not, I'm gonna be really worried for roll20.
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J.D.
Plus
Sadly Barry, this issue has been going on since they rolled out this new system back on 11/29. &nbsp;Have you considered using Google Chat in the meantime outside of roll20 for voice and video chat? &nbsp;I've done it for two separate groups amd it works decently.
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We found appear.in worked well in a separate window with both voice and video (and both turned off in roll20). Appear.in resizes the video streams to always fit when you resize the window so you can have it in a small window at the side or bottom of your screen and then the roll20 window taking up the rest of the screen. Our last session ran very smoothly using it like that.
Unable to broadcast video. It does not seem to recognize that I am changing the value of the drop down and the reconnect button does not respond. &nbsp;I have tried this on Windows 10, Mac OX 10.11, and RHEL 7.3 using both Chrome and Firefox on each. Shutoff firewalls, disabled extensions, cleared cache, successfuly tested WebRTC. &nbsp;Getting mixed security errors/warnings Refused to execute inline script because it violates the following Content Security Policy directive: "script-src 'self' 'unsafe-eval' Full console logs: <a href="http://pastebin.com/iVJyjuuM" rel="nofollow">http://pastebin.com/iVJyjuuM</a>
I'll have to try the window resizing trick using appear.in next time if it isn't fixed by then. thanks for the tip guys.
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GM Matt
Sheet Author
Another temporary workaround is to use the Google Hangouts option. This means all players need to sign in with a google account. If you are like me and want more screen real estate than what the hangouts mode gives you, then set things up for audio only and then launch a second browser window in the native Roll20 mode (with video and voice off).&nbsp;
Our group encountered this issue Wed night as well. Trying to broadcast/receive both video & audio, some players could see/hear some but not others, some players could see no one, but could hear, some could hear some, but not see others, etc, etc. There were 7 of us in the game. We ended up using Skype. I second the call to let us use the functioning OpenTok until you get it working, but if not, we'll just keep using Skype I guess.
The new Roll20 WebRTC is still not working and I'm having the same issues mirrored by others in this thread. &nbsp; My original bug report here Secondary bug report on Default Roll20 WebRTC here WebRTC Diagnostic here
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Gid
Roll20 Team
Brandon, did you try to run/play a game last night since the recent changes pushed to Production (yesterday afternoon)?
I tried &nbsp;around 12am EST last night to no avail. A lot of the same issues as stated here. Only using it for video, with all parties broadcasting and receiving video only. Essentially it would "group" players. With 4 players logged in, it would group them into pairs that could see each other and no one else. For the record this past Sunday the 11th was the first time we had this issue and it has persisted all week
yeah well for the second week now the voice and video chat doesnt work for ... &nbsp;the thing you guys used before this Poop of a voice and video system sucks Goblin Balls, put back the older system until you fix this
1481936331
Gid
Roll20 Team
For those of you still experiencing problems: Were you attempting to broadcast video and voice, video only, or voice only?
voice only - three people talked to each other fine but two could not send or receive audio. Moved to Google Hangouts.
Used Roll20 7 times in the last 9 days with the same issue each time. Wednesday and today have been the worst with people losing complete connection with Roll20 unable to hear or see anyone else in the game. Normal issue is that some people can see and hear, some people can't. Go through a whole list trying to get it to work and nothing. Tried desktop, tried laptop, tried in a different house with a different PC. Every time the same issue. Voice only, Voice and video, and video only, same issues with each of them.&nbsp;
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During the last couple of weeks, our group (7-8 people) that gets together on Tuesdays has had similar problems. We just use audio and don't use video at all. Using the reconnect button is like playing Wheel of Fortune. One moment you'll be hearing 2 or 3 and the other 2 or 3 you can't hear at all. Hit reconnect button, you hear a different combination of two or three different people and that may or not be the ones you could hear before... reconnect again... and you might not hear anyone at all... and once in a blue moon you might hear everyone perfectly but 5 or 10 minutes later you realize two or three have dropped off and you can't hear them anymore. It seems, and maybe this is just me, that refreshing the whole browser seems to get better results than using the reconnect button under the cog. Not always, but it seems like I'll be able to hear more people...but that too ends up with people 'dropping'. On another note... it seems that the larger the group, the more problems there are. My Sunday group (4 people) seems to work better for longer periods, although we still experience the inability to hear everyone at times. It seems that anyone you can hear can hear you as well. The people that you can't hear... can't hear you back. And to makes things complicated, the people you can hear might also hear people that you cannot hear while at the same time not being able to hear someone you can hear. Like someone said above, it seems like it is random pairs of people in a session. It doesn't seem as if it is a one way thing where you can hear someone and they can't hear you and vice versa. *fingers crossed* that you are able to resolve this problem soon! =)
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Leon
Pro
We had to shift over to Google Hangouts for audio/video, It was very strange. I could see one of the others. He could hear the GM and he could see and hear me and everyone else but nobody else could hear or see anyone the GM. We tried everything. Google Hangouts worked well so we were able to play. There were 7 of us. I am the game creator. The co-DM was running today. I was flopping between modes and that had no impact. I appreciate the effort to improve Roll20. &nbsp;If there's any info that I can supply to help debugging efforts, let me know.
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My game this morning still had the whack-a-mole issue. Four people were broadcasting voice/video, one player voice only. After loading & reloading for 20 minutes, the four voice/video people could communicate, but the voice-only player was only receiving and broadcasting to one player, so we switched to google hangouts finally. My other group has had the same whack-a-mole issues, and have ultimately moved to curse for all our chat because we haven't had a successful connection since the initial switch to the new system. We have another game this afternoon; I'll post an update regarding that along with a log from the diagnostic tool.
Had a game with 3 people total yesterday and it was terrible. We were all receiving and broadcasting voice & video Found this thread describing the whack a mole issue which was exactly what we seemed to be encountering.
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4 people yesterday and we had issues where some&nbsp;couldn't hear each other. Initially started fine then all of a sudden we started to get these issues which caused us to abandon the game. My player who had the most issues is not very tech savy so was we did not run a test. We also tried out appear.in and the same two players&nbsp;couldn't hear each other but could hear/speak to everyone else. So disappointing that this system we have been forced to use is so buggy and clearly with so many people having issues, I am getting closer to the point of cancelling my account. Quick note: Was voice and video All were broadcasting voice and video&nbsp; Tried different qualities too. Same issue where two players&nbsp;couldn't speak to each other on appear.in
Our broadcasting issue had 7 people, 5 broadcasting and receiving video only, 2 receiving video broadcasting none
For the last two weeks in my sessions, I haven't been able to see or hear anyone despite our settings being correct. I initially could see and hear one, but then he went away, too. Could see/hear no one today no matter how many ways I tried reconnecting.
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Hoot
Pro
problems are clearly service provider side...nothing users do is going to resolve the R20 in game gremlins. Folks will have to continue band aids such as Google hangouts, Discord, Skype, etc. I understand R20 is trying very hard to roll out new services and features that people request. I, for one, do appreciate their commitment to expanding products and services to up their value. But, this is a pretty large miss on just about every level of IT best practice for Change and/or Release Management going all the way back to when they flipped folks to the beta without warning. Right now, like everyone, I am disappointed in the technical issues, but perhaps more so by the lack of updates/information about what is going on. There hasn't been anything remotely of substance in 2 days. Once this is resolved, I hope R20 re-evaluates their protocol for enacting change in the future as well as their customer communication methodology.
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I've run the WebRTC Troubleshooter test six times back to back, making no changes to my system between any test, and I got different results on each run-through. The variations seem to always be related to the TCP/UDP Enabled &nbsp;tests. Two tests had UDP Enabled failures, two tests had TCP Enabled failures, one test had both TCP & UDP Enabled fail, and one test had both TCP & UDP Enabled pass. Each test also triggered a warning for IPv6 and Reflexive Connectivity.&nbsp;
Scoundrel said: problems are clearly service provider side...nothing users do is going to resolve the R20 in game gremlins. Folks will have to continue band aids such as Google hangouts, Discord, Skype, etc. I understand R20 is trying very hard to roll out new services and features that people request. I, for one, do appreciate their commitment to expanding products and services to up their value. But, this is a pretty large miss on just about every level of IT best practice for Change and/or Release Management going all the way back to when they flipped folks to the beta without warning. Right now, like everyone, I am disappointed in the technical issues, but perhaps more so by the lack of updates/information about what is going on. There hasn't been anything remotely of substance in 2 days. Once this is resolved, I hope R20 re-evaluates their protocol for enacting change in the future as well as their customer communication methodology. 100% This. &nbsp; &nbsp; I too support Roll20's efforts to continuously improve the platform, and I applaud the effort, but the execution leaves a LOT to be desired. For example, in the previous two threads on this very same subject (that are coincidentally now closed....), the devs posted these gems (emphasis mine): "A majority of the issues, and time I was spending trying to fix them was stemming from the code library I was using to handle the meat of the WebRTC connecting. I had picked a library that was very "hand-holdy" to start with *** because I knew nothing about WebRTC and was looking for "easy"*** . It turns out what we are trying to do with our chat is nowhere near "easy" and I need quite a bit more control over everything than the old library would allow me. So, I have basically scrapped that part and rewritten it from scratch with new library that gives me all of the control I need to successfully integrate it with the Roll20 app." This is just amateurish---at best. &nbsp; Especially since this was admitted AFTER the new "better" system was released and replaced for all users. "Just wanted to pop in and say that our current goal is to get the new video chat feature working as well for everyone as OpenTok was." Fair enough, and an ambitious goal since OpenTok was a platform that fundamentally worked. &nbsp; Regardless, this goal should've been achieved AFTER the system was "working as well for everyone as OpenTok was" The reason the signaling server kept going down last night is because we were using an outdated version of a dependency for the server . This issue would only show up if you had more than a couple of people connecting to the server at the same time, which is why we didn't catch it before it went live. As Scoundrel said, this is just a failure of basic IT and testing best practice. &nbsp; Besides, I would suspect that 90% of roll20 games that utilize the A/V chat have "more than couple of people connecting"....how could this NOT be tested before roll-out?!? Also, as an aside. For those who are having trouble, I would also recommend trying having your group conference over <a href="https://appear.in/" rel="nofollow">https://appear.in/</a> . They have one of the most solid WebRTC builds we've seen thus far OpenTok also had a solid build, that's presumably why it exists in the first place. &nbsp;And recommending people use a different, more "solid" platform instead of waiting until your own platform is as solid is a bit strange. Anyways, we have our game (5 ppl) tonight, we'll see how it goes and I will submit my console logs for testing, but based on what people are (still) reporting here, I am not getting my hopes up. Links for the lazy to the other two threads on this now weeks-old subject: <a href="https://app.roll20.net/forum/post/4347716/video-an" rel="nofollow">https://app.roll20.net/forum/post/4347716/video-an</a>... <a href="https://app.roll20.net/forum/post/4306335/roll20-v" rel="nofollow">https://app.roll20.net/forum/post/4306335/roll20-v</a>...