---
title: "Video without a vendor: what peer-to-peer actually removes"
summary: "For small calls, the media server is optional. Understanding when it stops being optional is the whole decision."
canonical: https://cpaas.co/en/insights/video-without-a-vendor
kind: explainer
depth: foundation
origin: original
published: 2026-08-07T11:34:07.986Z
updated: 2026-09-08T11:34:08.091Z
topics: ["Voice & Video", "Architecture", "Fundamentals"]
language: en
---
# Video without a vendor: what peer-to-peer actually removes

Browsers can send audio and video directly to each other. That capability is standardised as [WebRTC](https://www.w3.org/TR/webrtc/), a W3C Recommendation, and it is present in every modern browser without a plugin or an SDK.

This means a two-person video call can happen with no media passing through anyone's servers.

## What you still need

Peer-to-peer does not mean serverless. You need:

- **Signalling.** The two parties must exchange connection details before they can connect. This is a small message-passing problem, not a media problem — a WebSocket is enough.
- **STUN.** A tiny service that tells a device what its public address looks like from outside.
- **TURN, sometimes.** When a network refuses direct connections — strict corporate firewalls, some mobile carriers — the media must be relayed. TURN is that relay, and it does carry media.

So the honest claim is not "no servers". It is: **no media server, most of the time**.

```diagram:blocks
# What a peer-to-peer call still needs
Signalling | The two parties exchange connection details before they can connect. A message-passing problem, not a media one.
STUN | A small public service that tells a device what its address looks like from outside. Cheap to run.
TURN | A relay for when no direct path exists. This one carries media, so it carries a bandwidth bill.
The two peers | Audio, video and data flow directly between them. No server sees the media.
> Measure your own relay share rather than trusting a published one. Corporate and hotel networks push it far above the optimistic figure.
```

## Where it stops working

Peer-to-peer scales badly with participants. Each additional person means another connection from every existing person — the connection count grows quadratically, and both bandwidth and CPU follow.

Three or four people is usually fine. Eight is not. Above that you need a media server to fan the streams out, and now you are back to running infrastructure or buying it.

You also lose anything that requires the media to pass somewhere: server-side recording, transcription, live streaming out to an audience.

## Why the choice matters beyond cost

The compelling argument is often not price. It is **data residency**.

"Where does the video go?" is a question with a crisp, verifiable answer in a peer-to-peer architecture: between the two participants, and nowhere else. In a hosted architecture the answer is a contractual assertion about someone else's infrastructure.

For healthcare, legal, financial and government work, that difference can decide the procurement — and it is the kind of claim a buyer can verify by inspection rather than trust.

## The practical design

Build the interface so the backend is swappable, and default to the peer path for small calls, falling back to a media server when the participant count or the feature set demands one.

That way the common case costs nothing and leaks nothing, and the uncommon case still works.

## The relay share, and why it decides your bill

The number that governs the cost of a self-hosted video path is what proportion of connections need TURN relay, because relayed calls carry real bandwidth and direct ones carry none.

It is not a constant. It rises sharply on restrictive corporate networks, symmetric NAT, some mobile carriers and most hotel and conference wifi — which is to say, exactly the networks a business audience uses. Any plan built on the optimistic figure will be wrong in the direction that costs money.

Measure it rather than assuming: log per session whether the connection was direct or relayed, and read the ratio for your own users. It is a one-line addition and it turns a guess into a budget.

## Signalling is a small problem worth treating as one

The part people over-build. Two peers need to exchange connection descriptions before media flows, and that is a message-passing problem — a WebSocket, a room concept, and a way to know who is in it.

Resist letting it grow. Once signalling starts holding presence, permissions, chat, recording state and participant metadata, you have written a media server's control plane without meaning to, and you now maintain it.

## Where the architecture stops being a choice

The peer path stops being viable at a specific, predictable point, and it is worth naming so nobody discovers it in production:

**Participant count.** Each additional person adds a connection to every existing one, so bandwidth and CPU climb quadratically. Three or four is comfortable. Eight is not.

**Server-side anything.** Recording, transcription, moderation, streaming out — all require the media to pass somewhere.

**Heterogeneous devices.** With a media server you can send one high-quality stream and let the server adapt it per recipient. Peer-to-peer, the weakest device in the call sets the ceiling for everyone.

## What to take away

- The browser gives you media capture, peer connection and a data channel for free.
- You still need signalling and STUN, and sometimes TURN — which is the part that costs.
- Measure your own relay ratio rather than trusting a published one.
- Data residency, not price, is usually the argument that wins on-premise video.

## Sources

- [WebRTC: Real-Time Communication in Browsers](https://www.w3.org/TR/webrtc/) — W3C Recommendation, 8 October 2024
- [WebRTC Extended Use Cases](https://www.w3.org/TR/webrtc-nv-use-cases/) — W3C

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