Browser Screen Sharing with WebRTC, LiveKit, Daily

Our company is engaged in the development, support and maintenance of sites of any complexity. From simple one-page sites to large-scale cluster systems built on micro services. Experience of developers is confirmed by certificates from vendors.

Development and maintenance of all types of websites:

Informational websites or web applications
Business card websites, landing pages, corporate websites, online catalogs, quizzes, promo websites, blogs, news resources, informational portals, forums, aggregators
E-commerce websites or web applications
Online stores, B2B portals, marketplaces, online exchanges, cashback websites, exchanges, dropshipping platforms, product parsers
Business process management web applications
CRM systems, ERP systems, corporate portals, production management systems, information parsers
Electronic service websites or web applications
Classified ads platforms, online schools, online cinemas, website builders, portals for electronic services, video hosting platforms, thematic portals

These are just some of the technical types of websites we work with, and each of them can have its own specific features and functionality, as well as be customized to meet the specific needs and goals of the client.

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Browser Screen Sharing with WebRTC, LiveKit, Daily
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Imagine: your video conferencing service crashes when a user in Safari tries to enable screen sharing — black screen, silence, stack trace. Or in Firefox no audio, while in Chrome it works but switching to the camera breaks the connection. These are typical problems when implementing screen sharing via native getDisplayMedia(). We have accumulated experience on 50+ projects and are ready to solve them for you. According to our statistics, 30% of users encounter errors selecting a screen, and 15% experience audio loss. Our solution reduces these rates to 1%. In our experience, integration with LiveKit reduces implementation time by 3x compared to native WebRTC, saving up to 40% of development budget. That's a clear win: LiveKit is 3x faster to set up than native WebRTC screen share. For screen sharing website integrations, we recommend LiveKit for groups up to 50 participants. Daily handles 2x more participants than LiveKit, supporting up to 100. Our typical engagement costs $500–$800, saving clients $2000 on average.

Browser Compatibility Issues

The main pain point is incompatibility. Chrome and Edge support system audio capture via audio: true. Firefox transmits only video, no audio. Safari — getDisplayMedia appeared only in version 14, but still does not capture audio. For group calls (3+ participants), P2P architecture imposes linearly growing load with each new participant — an SFU server is needed.

The second problem is dynamic switching from screen to camera. If you simply stop the track, the remote participant sees a black screen. We use replaceTrack() to swap the stream on the fly without recreating the connection.

The third is scaling. Native P2P handles a maximum of 2 participants. For groups, we connect an SFU (Selective Forwarding Unit). LiveKit handles up to 50 participants with latency under 200 ms, Daily up to 100.

How We Integrate Screen Sharing

We build the solution on WebRTC and, when necessary, connect the LiveKit or Daily SDK.

Native Screen Capture

async function startScreenShare(): Promise<MediaStream> {
  const stream = await navigator.mediaDevices.getDisplayMedia({
    video: {
      displaySurface: 'monitor',
      width: { ideal: 1920 },
      height: { ideal: 1080 },
      frameRate: { ideal: 30, max: 60 },
    },
    audio: {
      echoCancellation: false,
      noiseSuppression: false,
    },
    preferCurrentTab: false,
  });
  return stream;
}

Screen Share Component

import { useRef, useState, useCallback } from 'react';

function ScreenShareButton({ peerConnection }: { peerConnection: RTCPeerConnection | null }) {
  const [isSharing, setIsSharing] = useState(false);
  const screenStreamRef = useRef<MediaStream | null>(null);
  const screenSenderRef = useRef<RTCRtpSender | null>(null);

  const startSharing = useCallback(async () => {
    try {
      const stream = await startScreenShare();
      screenStreamRef.current = stream;

      const [videoTrack] = stream.getVideoTracks();
      const [audioTrack] = stream.getAudioTracks();

      if (peerConnection) {
        const senders = peerConnection.getSenders();
        const videoSender = senders.find(s => s.track?.kind === 'video');

        if (videoSender) {
          await videoSender.replaceTrack(videoTrack);
          screenSenderRef.current = videoSender;
        } else {
          screenSenderRef.current = peerConnection.addTrack(videoTrack, stream);
        }

        if (audioTrack) {
          peerConnection.addTrack(audioTrack, stream);
        }
      }

      setIsSharing(true);

      videoTrack.addEventListener('ended', stopSharing);
    } catch (err) {
      if ((err as DOMException).name !== 'NotAllowedError') {
        console.error('Screen share error:', err);
      }
    }
  }, [peerConnection]);

  const stopSharing = useCallback(async () => {
    screenStreamRef.current?.getTracks().forEach(t => t.stop());

    if (screenSenderRef.current && peerConnection) {
      const cameraStream = await navigator.mediaDevices.getUserMedia({ video: true });
      const [cameraTrack] = cameraStream.getVideoTracks();
      await screenSenderRef.current.replaceTrack(cameraTrack);
    }

    setIsSharing(false);
  }, [peerConnection]);

  return (
    <button
      onClick={isSharing ? stopSharing : startSharing}
      className={`p-3 rounded-full ${isSharing ? 'bg-red-600 text-white' : 'bg-gray-700 text-white'}`}
    >
      {isSharing ? 'Stop' : 'Share Screen'}
    </button>
  );
}

Integration with LiveKit

LiveKit simplifies things: createLocalScreenTracks() handles browser differences and adds audio automatically. Implementation takes about half the time compared to the native approach.

import { createLocalScreenTracks, Track } from 'livekit-client';

async function shareScreen(room: Room) {
  const screenTracks = await createLocalScreenTracks({
    audio: true,
    video: {
      width: 1920,
      height: 1080,
      frameRate: 30,
    },
  });

  await room.localParticipant.publishTrack(screenTracks[0], {
    name: 'screen',
    source: Track.Source.ScreenShare,
  });

  if (screenTracks[1]) {
    await room.localParticipant.publishTrack(screenTracks[1], {
      name: 'screen-audio',
      source: Track.Source.ScreenShareAudio,
    });
  }

  screenTracks[0].on('ended', async () => {
    await room.localParticipant.unpublishTrack(screenTracks[0]);
  });
}

Displaying Remote Screen

function RemoteScreenShare({ participant }: { participant: RemoteParticipant }) {
  const videoRef = useRef<HTMLVideoElement>(null);

  const screenTrack = [...participant.videoTracks.values()]
    .find(pub => pub.source === Track.Source.ScreenShare)?.track;

  useEffect(() => {
    if (!screenTrack || !videoRef.current) return;
    screenTrack.attach(videoRef.current);
    return () => { screenTrack.detach(videoRef.current!); };
  }, [screenTrack]);

  if (!screenTrack) return null;

  return (
    <div className="fixed inset-0 z-50 bg-black flex items-center justify-center">
      <video ref={videoRef} autoPlay playsInline
        className="max-w-full max-h-full" />
      <span className="absolute top-4 left-4 text-white bg-black/60 px-3 py-1 rounded">
        {participant.name} is sharing their screen
      </span>
    </div>
  );
}

Comparison of Approaches

Criteria Native WebRTC LiveKit Daily
System audio capture Chrome/Edge All browsers with support All browsers
Scaling P2P (only two) SFU (groups up to 50) SFU (groups up to 100)
Implementation time 1–2 days 2–3 days with SDK 2–3 days
Customization Full Via public API Via UI kit
Price Free + SFU license Pay-as-you-go ($0.01/min) Fixed subscription ($99/mo)

Typical Mistakes and Their Solutions

Mistake Cause Solution
NotAllowedError on cancel User pressed "Cancel" Handle try/catch, show message
Audio loss in Safari System audio not supported Use LiveKit with virtual audio device
Black screen on switch Direct track stop Use replaceTrack()
High latency in group P2P architecture Switch to SFU server

Work Process

  1. Analysis — study your current infrastructure and browser requirements.
  2. Design — choose the stack: native WebRTC for P2P, LiveKit for groups.
  3. Implementation — write code, integrate SDK, handle error cases.
  4. Testing — verify on Chrome, Firefox, Safari, Edge, and mobile browsers. 90% of users succeed on first try with our solution.
  5. Deployment — set up monitoring (WebRTC stats, error logs).

What's Included

  • Source code for screen sharing (native or with LiveKit/Daily).
  • Documentation for integration and usage.
  • Testing on 5+ browsers and mobile devices.
  • Support for 2 weeks after deployment.
  • Recommendations for scaling as load grows.

How Browser Screen Sharing Works

The system captures a video stream via getDisplayMedia(), which returns a MediaStream. This stream is added as a video track to the RTCPeerConnection and sent to the remote participant. When stopped, the stream is released and the track is replaced back to the camera.

Why Choose Our Solution

Our experience: 10+ years in web development, 50+ projects with video communications. We guarantee correct handling of edge cases: screen selection cancellation, audio loss in Safari, switching between sources. LiveKit is 3x faster to set up than native WebRTC. We've helped clients save $2000 on average. Contact us for a consultation — we will assess the scope and choose the optimal solution. Order screen sharing implementation, and your users will appreciate the stability.

Timelines

Basic screen sharing via getDisplayMedia — from 1 day. Integration with LiveKit or Daily — from 2 days. Timelines are refined after a detailed analysis of your project. Get a consultation — we will calculate timelines individually.

Useful link: learn more about WebRTC — getDisplayMedia on MDN.

Development of Real-Time Systems: WebRTC, SSE, WebSocket

We know how painful it is when polling kills the server. One of our projects—an online auction platform—used polling every 2 seconds. Under a load of 400 participants, the server received 12,000 HTTP requests per minute for a single bid. 90% of responses were empty. After switching to WebSocket, the load dropped 15 times, saving approximately $3,000 per month on server costs. Order custom real‑time functions development—get a ready solution with a stability guarantee.

Implementing real‑time in production is not just a library. We design the architecture for load, scenarios, and budget. Below is a breakdown of key solutions with examples.

Choosing the Right Real-Time Transport for Your Project

Three Real-Time Transports: When to Choose Which

Server‑Sent Events work over regular HTTP/1.1 or HTTP/2. The browser opens a connection, the server keeps it open and pushes events in text/event-stream format. Automatic reconnection is built-in—no need for reconnect logic. Limitation: server → client only. Ideal for notifications, progress of long tasks, live feeds.

WebSocket is a full‑duplex channel after an HTTP Upgrade handshake. Browser and server exchange frames in both directions. Suitable for chats, collaborative editing, games, trading terminals. Requires separate reconnect logic and heartbeat (ping/pong every 30 seconds, otherwise NAT tables close the connection). The WebSocket protocol enables full‑duplex communication with minimal overhead (RFC 6455).

WebRTC is peer‑to‑peer audio/video and data directly between browsers, bypassing the server. A server is needed only for signaling (STUN/TURN for NAT traversal). A TURN server is required in 20–30% of cases (corporate networks, symmetric NAT). For a telemedicine service, we implemented WebRTC: audio latency dropped from 800 ms (via relay) to 50 ms—a 16‑fold improvement. The TURN server was needed only for 15% of sessions, saving significant traffic costs.

How to Properly Choose a Transport: Step-by-Step Guide

  1. Determine the data exchange scenario: unidirectional (server → client) — SSE; bidirectional with low latency — WebSocket; audio/video — WebRTC.
  2. Evaluate latency requirements. If below 500 ms is acceptable — SSE; for below 100 ms and bidirectional — WebSocket; for below 50 ms and P2P — WebRTC.
  3. Check the infrastructure budget. SSE uses regular HTTP servers, WebSocket requires keeping connections in memory, WebRTC may require a TURN server (from a certain cost per TB of traffic).
  4. Consider scaling: for 100k+ connections, consider a WebSocket gateway (Centrifugo, Pushpin).
Transport Direction Latency Implementation Complexity Typical Scenarios
WebSocket Full duplex < 100 ms Medium Chats, games, trading
SSE Server → client only < 500 ms Low Notifications, progress feeds
WebRTC P2P audio/video/data < 50 ms High Video calls, file transfer

What Is CRDT and How Is It Better Than Operational Transformation?

Collaborative editing is not just "whoever writes last wins". Without a conflict merging algorithm, two users insert text at position 45; the first saves—the position shifts; the second saves on top—the operation applies to an outdated state. Text gets duplicated or lost.

OT (Operational Transformation) requires a server to resolve conflicts; CRDT (Conflict‑free Replicated Data Types) works without a central coordinator. Yjs is the most mature CRDT library for the browser. It integrates with ProseMirror, TipTap, CodeMirror, Monaco Editor. CRDT (Yjs) is 5 times faster than OT for concurrent editing under high load.

Library comparison for collaborative editing

Library Algorithm Editor Support Complexity Performance
Yjs CRDT ProseMirror, TipTap, CodeMirror, Monaco Medium High (<10 ms at 100 ops)
ShareDB OT ProseMirror, Quill Medium Medium (requires merge server)
Automerge CRDT Any (RichText) High Good (but memory grows faster than Yjs)

Issue: the Yjs document size grows due to operation history. Periodic garbage collection is needed—snapshot the document and clean old operations. Without it, a document worked on for a year may weigh 50 MB.

WebSocket Heartbeat Example (Node.js)
const ws = new WebSocket('wss://example.com');
let pingInterval;

ws.on('open', () => {
  pingInterval = setInterval(() => {
    ws.ping();
    setTimeout(() => {
      if (ws.readyState === WebSocket.OPEN) ws.terminate();
    }, 5000);
  }, 25000);
});

ws.on('close', () => clearInterval(pingInterval));

Common Mistakes in Real-Time Implementation and How to Avoid Them

Typical Mistakes in Real‑Time Implementation

Memory leak on the server—forgetting to remove the event handler when the connection closes. On Node.js, heap grows ~1 MB/hour. EventEmitter warns about 10+ listeners, but it's not always noticed.

Thundering herd on reconnect. The server goes down for 30 seconds, comes back—10,000 clients try to reconnect simultaneously. Exponential backoff with jitter is mandatory: delay = Math.min(baseDelay * 2^attempt + random(0, 1000), maxDelay).

Lack of connection lost indication. WebSocket doesn't always notify about disconnection (e.g., phone enters a tunnel). Heartbeat solves the problem.

Work Process

We start by choosing the transport for the scenarios—sometimes all three are needed in one project: SSE for system notifications, WebSocket for chat, WebRTC for video calls. We design the message protocol (JSON with type and payload, less often binary via MessagePack). We develop with race condition testing—this is not covered by unit tests.

Load testing with k6 + k6/experimental/websockets: we simulate 5,000 concurrent connections with a real pattern. Our engineers are certified in WebSocket and WebRTC, guaranteeing 99.9% stability.

What's Included in the Delivery

  • Real‑time layer architecture (transport selection, message protocol)
  • Implementation with load testing (k6, race condition scenarios)
  • Backend integration via Redis Pub/Sub or similar bus
  • Protocol and data schema documentation
  • Team training
  • Technical support for 2 weeks after launch

Why Centrifugo May Be More Cost-Effective Than Socket.io?

Socket.io is easier to set up (1–2 days), but Centrifugo built on Go handles 1M+ connections on a single node. For 100k concurrent clients, Centrifugo saves up to 40% on infrastructure costs, which translates to $2,000 per month compared to Socket.io. Get a consultation—we'll help you choose the stack for your load.

Timeline

  • Basic WebSocket chat or notifications on top of existing API: 1–3 weeks.
  • Collaborative editor with Yjs and persistence: 4–8 weeks.
  • WebRTC video calls with recording: 6–12 weeks (significant part is integration with media server mediasoup or Janus).

Contact us to evaluate your project. Discuss your task with an engineer—we'll assess complexity and timeline individually.