You do realize that the 500 you have it set as is in milliseconds? We suggest 3000ms (3 seconds) for that setting. Have you tried a value higher than half a second (500ms) as you have it now? You need to make sure the player has enough data to play back and that it is matches the requirements for the following:
What do you have cmafLLChunkDurationTargetVideo set as @ks ko?
Did you see in the docs that it cannot exceed the cmafSegmentDurationTarget?
See my answer in green. If you are confident that your app has the permission for LL-HLS from Apple, send us a support ticket and we’ll take a look. But, your error codes suggest they do not.
LL-HLS streams can be played in native apps on devices running iOS 13. In order to enable low-latency playback, a native app must carry the com.apple.developer.coremedia.hls.low-latency entitlement.
See the Apple Developer Entitlements reference for more information, but note that this pre-release LL-HLS entitlement may not be listed.
If you are not aware: Just because Wowza supports LL-HLS doesn’t mean you have a native app that supports LL-HLS. It’s still a new spec and it requires permission from Apple.
If I want to deliver CMAF low latency to use in any platform from Android/Web/iOS, What can I do with CMAF configuration to deliver with 3s latency?At this moment, I can deliver stream with 5s-6s latency with cmafSegmentDurationTarget = 1000 and cmafMaxSegmentCount = 3.