- no normal RTSP support. Ok, I used libav (working hard to wrap it, cause it's a well written C library, but not trivial to use from C#)
- I get h264 frames that I need to look at before decoding. No way to give compressed h264 frames to WPF to decode. (So I use libav again). SilverLight actually does have MediaStreamSource -- but this is not a SilverLight app.
- Ok, so let's try to use the hardware decoder when it's there. libav supports it, yay! What about WPF? Well, no. You have to use Direct3D (?) to get a surface to draw on. With no way to do this from C# (Interop fails badly according to a DirectShow+Direct3D MVP I consulted). I give up, and use libav's software decoder.
- Ok, I have a bitmap, I want to blit it quickly to the screen - WTF? The only way to do it is use a Shared Memory section (interop again) to create a bitmapsource; then update the underlying memory.
- Except memory runs out after about 20 seconds (~400 frames) of .Invalidate() calls. WTF? Turns out it's a known bug introduced in v4 (wasn't there in v3.5). No fix yet. Just call GC.Collect() after every invalidate. Yay for "automatic" garbage collection!
- Ok, so now we have got a reasonable video. What about sound? Everyone with experience I know says "use NSound" (which is interop again). I opt for interopping with winmm, which I have experience from the C++ side.
- Now, to wrap it all together, I need a millisecond-precision timer. Sorry, no go in .net; Winmm's "timeBeginPeriod" to the rescue! but .net's Dispatcher still triggers my code every 15ms. WTF? I would be happier with a 100us timer, which windows doesn't even provide, but I can't get less than 15000us!
I'm so sorry we chose .NET; it seems to cater well to CRUD type applications, but it is so inadequate for everything I tried to do with it, that it's not even funny.