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TEMPO: Timing Extension for Media Playout Orchestration over MoQ
draft-nandakumar-moq-tempo-00

Document Type Active Internet-Draft (individual)
Authors Suhas Nandakumar , Cullen Fluffy Jennings
Last updated 2026-07-06
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draft-nandakumar-moq-tempo-00
MOQ                                                        S. Nandakumar
Internet-Draft                                               C. Jennings
Intended status: Standards Track                                   Cisco
Expires: 7 January 2027                                      6 July 2026

    TEMPO: Timing Extension for Media Playout Orchestration over MoQ
                     draft-nandakumar-moq-tempo-00

Abstract

   This document defines TEMPO (Timing Extension for Media Playout
   Orchestration), a synchronized playout mechanism for media tracks
   delivered over the Media over QUIC Transport (MoQT) protocol.  The
   Original Publisher stamps each object with when it should be played
   out and when it was sent.  Relays replace the send-time stamp with
   their own clock as they forward, giving each subscriber a fresh
   timing reference from its nearest relay.  Subscribers use these
   timestamps to decide when to render each object, and report their
   sync state directly to a coordination server (PlaySyncServer) that
   can tell the media publisher to adjust timing when subscribers fall
   behind.

Status of This Memo

   This Internet-Draft is submitted in full conformance with the
   provisions of BCP 78 and BCP 79.

   Internet-Drafts are working documents of the Internet Engineering
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   material or to cite them other than as "work in progress."

   This Internet-Draft will expire on 7 January 2027.

Copyright Notice

   Copyright (c) 2026 IETF Trust and the persons identified as the
   document authors.  All rights reserved.

   This document is subject to BCP 78 and the IETF Trust's Legal
   Provisions Relating to IETF Documents (https://trustee.ietf.org/
   license-info) in effect on the date of publication of this document.

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   Please review these documents carefully, as they describe your rights
   and restrictions with respect to this document.  Code Components
   extracted from this document must include Revised BSD License text as
   described in Section 4.e of the Trust Legal Provisions and are
   provided without warranty as described in the Revised BSD License.

Table of Contents

   1.  Introduction  . . . . . . . . . . . . . . . . . . . . . . . .   3
     1.1.  Motivation and Use Cases  . . . . . . . . . . . . . . . .   3
       1.1.1.  Live Sports Event Synchronization . . . . . . . . . .   3
       1.1.2.  Interactive Streaming Synchronization . . . . . . . .   3
       1.1.3.  Multi-Room Audio System . . . . . . . . . . . . . . .   4
       1.1.4.  Emergency Broadcasting  . . . . . . . . . . . . . . .   4
       1.1.5.  Collaborative Viewing . . . . . . . . . . . . . . . .   4
     1.2.  Solution Overview . . . . . . . . . . . . . . . . . . . .   4
   2.  TEMPO Object Extension Properties . . . . . . . . . . . . . .   5
     2.1.  CaptureTimestamp  . . . . . . . . . . . . . . . . . . . .   5
     2.2.  PlayoutDelay  . . . . . . . . . . . . . . . . . . . . . .   5
     2.3.  HopTime . . . . . . . . . . . . . . . . . . . . . . . . .   6
     2.4.  Sync Support Parameter  . . . . . . . . . . . . . . . . .   6
   3.  Architecture  . . . . . . . . . . . . . . . . . . . . . . . .   7
     3.1.  Topology  . . . . . . . . . . . . . . . . . . . . . . . .   7
     3.2.  Scope . . . . . . . . . . . . . . . . . . . . . . . . . .   8
     3.3.  NTP Capability Scenarios  . . . . . . . . . . . . . . . .   8
     3.4.  Original Publisher (OrigPub)  . . . . . . . . . . . . . .   8
       3.4.1.  Steady-State Timing . . . . . . . . . . . . . . . . .   9
       3.4.2.  PlayoutDelay updates from PlaySyncServer  . . . . . .   9
     3.5.  Relays  . . . . . . . . . . . . . . . . . . . . . . . . .   9
     3.6.  PlaySyncServer  . . . . . . . . . . . . . . . . . . . . .  10
   4.  Optimized Forms . . . . . . . . . . . . . . . . . . . . . . .  10
     4.1.  Short Timestamps  . . . . . . . . . . . . . . . . . . . .  10
     4.2.  Periodic Marking  . . . . . . . . . . . . . . . . . . . .  10
     4.3.  Time Aligned Groups . . . . . . . . . . . . . . . . . . .  11
     4.4.  Catalog Based Playout Delay . . . . . . . . . . . . . . .  12
   5.  End Subscribers . . . . . . . . . . . . . . . . . . . . . . .  12
     5.1.  Computing Playout Target  . . . . . . . . . . . . . . . .  12
     5.2.  Sync Feedback . . . . . . . . . . . . . . . . . . . . . .  12
     5.3.  Drift and Jump Handling . . . . . . . . . . . . . . . . .  13
   6.  Security Considerations . . . . . . . . . . . . . . . . . . .  13
   7.  IANA Considerations . . . . . . . . . . . . . . . . . . . . .  13
   8.  References  . . . . . . . . . . . . . . . . . . . . . . . . .  13
     8.1.  Normative References  . . . . . . . . . . . . . . . . . .  13
     8.2.  Informative References  . . . . . . . . . . . . . . . . .  14
   Authors' Addresses  . . . . . . . . . . . . . . . . . . . . . . .  14

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1.  Introduction

   This document specifies TEMPO (Timing Extension for Media Playout
   Orchestration), a synchronization mechanism for the Media over QUIC
   Transport (MoQT) protocol [MOQ-TRANSPORT].  MoQT enables distribution
   of media content through relay networks.  When multiple subscribers
   receive the same track objects through different network paths,
   achieving synchronized playback is challenging due to:

   1.  Clock skew between subscriber devices: Even with NTP
       synchronization, consumer devices can drift by 10-100ms from
       reference time.

   2.  Variable network delays through different relay paths: Network
       jitter and routing differences introduce additional delay
       variance in delivery times.

   3.  Lack of shared timing reference across the distribution network:
       Publishers and relays operate on different clock domains without
       coordination.

1.1.  Motivation and Use Cases

1.1.1.  Live Sports Event Synchronization

   Multiple viewers watching the same live sports event should see
   goals, touchdowns, or key moments simultaneously to maintain the
   shared experience and prevent spoilers through social media.

   Challenge: Viewers connected through different CDN nodes experience
   50-300ms delivery variance, causing spoilers when some viewers see
   goals before others.

1.1.2.  Interactive Streaming Synchronization

   Streamers conducting live Q&A sessions or interactive games require
   synchronized playback so that viewer reactions and comments align
   temporally with the content.  For example, Twitch-style interactive
   streams with real-time polls and reactions.

   Challenge: Streamer asks question at T=0, but viewers see it at
   T+100ms to T+400ms due to network variance, causing response timing
   issues.

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1.1.3.  Multi-Room Audio System

   Distributed audio systems playing the same audio across multiple
   speakers in the same room or adjacent rooms need precise
   synchronization to avoid audio artifacts and maintain coherent sound.

   Challenge: Different network paths to each room cause echo effects.

1.1.4.  Emergency Broadcasting

   Natural disaster alerts can play out on many devices at the same
   locations and if they are not synchronized, it can make it harder to
   understand the alert.

   Challenge: Multiple unsynchronized playouts in the same room make it
   harder to understand audio.

1.1.5.  Collaborative Viewing

   Watch parties, online classrooms, and virtual meetings benefit from
   synchronized playback to enable meaningful real-time discussion.

   Challenge: When participants can discuss what they are seeing in real
   time, even small timing differences become noticeable and disruptive.

1.2.  Solution Overview

   TEMPO addresses these challenges by adding timing metadata to each
   MoQT object.  The Original Publisher (OrigPub) attaches two kinds of
   information: a capture timestamp indicating when the media was
   captured, paired with a playout delay that tells the subscriber how
   long after capture time to present the object, and a hop timestamp
   indicating when the object was last forwarded.  As relays forward the
   object through the network, each relay that has accurate time
   overwrites the hop timestamp with its own current clock value.  This
   means the subscriber always receives a fresh timestamp from its
   closest relay, which it can compare against its own local receive
   time and transport delay to estimate if its clock is accurate or use
   for determining playout time.

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   Subscribers use the capture timestamp, playout delay, and hop
   timestamp to compute exactly when to render each object.  If a
   subscriber finds itself consistently falling behind the target, it
   reports this directly to a PlaySyncServer — a coordination entity
   that receives feedback from all subscribers and decides whether the
   playout delay needs to be adjusted.  If most subscribers are
   struggling, the PlaySyncServer tells the OrigPub to increase the
   delay on future objects, giving everyone more time to buffer and
   catch up.

   The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT",
   "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this
   document are to be interpreted as described in RFC 2119.

2.  TEMPO Object Extension Properties

   This section defines three TEMPO Object Extension properties that
   carry timing information on each object as it flows through the relay
   network.  Together, they give end subscribers enough information to
   determine when to present each object and to detect when they are
   falling out of sync.

2.1.  CaptureTimestamp

   CaptureTimestamp {
     Extension Type (i) = TBD2,
     Length (i),
     Timestamp (vi64)      // ms since unix epoch
   }

   The CaptureTimestamp tells the end subscriber the time at which the
   start of the media in the object was captured.  If the object
   contains 20 ms of audio, this time indicates the time of the first
   sample.

   The Original Publisher sets this value when it creates the object.
   It is an immutable object property.  This property is more accurate
   when NTP support is available at the original publisher.

2.2.  PlayoutDelay

   PlayoutDelay {
     Extension Type (i) = TBD1,
     Length (i),
     Delay (32)              // milliseconds, unsigned
   }

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   The PlayoutDelay tells the end subscriber how long to wait after the
   capture time of an object before presenting it.  For example, if the
   PlayoutDelay is 200ms, the subscriber should buffer the object until
   the current time is 200 ms greater than the capture time.

   The Original Publisher sets this value when it creates the object.
   It is an immutable object property.  If it is omitted, the value is
   assumed to be the same as the previous object on the same track.

2.3.  HopTime

   HopTime {
     Extension Type (i) = TBD3,
     Length (i),
     Timestamp (vi64)      // ms since unix epoch
   }

   The HopTime records when the object was last forwarded.  The Original
   Publisher initially sets it to its own current time when creating the
   object.  As the object passes through each relay, that relay
   overwrites the HopTime with its own current clock value before
   forwarding.  This means the end subscriber always sees the timestamp
   of its closest relay — the last node that touched the object before
   it arrived.

   By comparing the HopTime to its own local receive time, an end
   subscriber can estimate the one-way network delay on the final hop.
   This is valuable because it isolates the most variable part of the
   path (the last mile to the subscriber) from the rest of the relay
   chain.  Comparing this to the QUIC RTT estimate can often allow a
   subscriber to detect if its local clock is wrong.

   Unlike CaptureTimestamp and PlayoutDelay, HopTime is mutable.  Every
   relay that supports this extension MUST overwrite it with its own
   current timestamp of approximately when it started sending the
   object.

2.4.  Sync Support Parameter

   Subscribers indicate their sync capabilities when they subscribe to a
   track.  This allows relays to know whether they need to perform
   HopTime stamping.

   Sync Support Parameter {
     Parameter Type (i) = TBD6,
     Parameter Length (i) = 0,
   }

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3.  Architecture

3.1.  Topology

   The system consists of an Original Publisher, a tree of relays, end
   subscribers, and an optional application-defined PlaySyncServer.
   Media objects flow from the OrigPub down through relays to
   subscribers.  Subscribers report their sync state directly to the
   PlaySyncServer (not through the relay network).  The PlaySyncServer
   communicates delay adjustments to the OrigPub which it uses to update
   the PlayoutDelay.

               ┌──────────────────┐
       ┌- ─ ──▶│  PlaySyncServer  │◀─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ─ ┐
       │       └──────────────────┘                         │
                  ▲ ▲ ▲   feedback (direct)                 │
       │          │ │ │                                     │
                  │ │ │                                     │
   ┌───┴────┐     │ │ │                                     │
   │OrigPub │     │ │ │                                     │
   └───┬────┘     │ │ │                                     │
       │          │ │ │                                     │
       │ MOQ      │ │ │                                     │
       ▼          │ │ │                                     │
   ┌────────┐     │ │ │                                     │
   │Relay A │     │ │ │                                     │
   └┬──┬──┬─┘     │ │ │                                     │
    │  │  │       │ │ │                                     │
    │  │  └───────┼─┼─┼──────────-────────┐                 │
    │  │          │ │ │                   │                 │
    ▼  ▼          │ │ │                   ▼                 │
   ┌───────┐  ┌───────┐              ┌─────────┐            │
   │Relay B│  │Relay C│              │  End    │─ ─ ─ ─ ─ ─ ┘
   └───┬───┘  └───┬───┘              │  Sub-3  │
       │          │                  └─────────┘
       ▼          ▼
   ┌─────────┐ ┌─────────┐
   │  End    │ │  End    │
   │  Sub-2  │ │  Sub-1  │
   └─────────┘ └─────────┘

   ─── Solid lines: media flow (OrigPub → Relays → Subscribers) via MOQ
   ─ ─ Dashed lines: subscriber feedback directly to PlaySyncServer ─ ─
   PlaySyncServer → OrigPub: timing adjustments (signaling)

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3.2.  Scope

   The mechanism by which end subscribers discover the PlaySyncServer is
   out of scope for this specification.  The signaling protocol used by
   subscribers to report feedback directly to the PlaySyncServer (e.g.,
   MoQ Metrics, HTTP, or other mechanism) is also out of scope.
   Similarly, the specific signaling protocol between the PlaySyncServer
   and the OrigPub is also out of scope.

3.3.  NTP Capability Scenarios

   Not all deployments have NTP available on every node.  This
   specification supports three scenarios depending on which nodes have
   synchronized clocks:

   Scenario 1: OrigPub, Relays, and End Subscribers are all NTP capable.
   This is the ideal case.  The OrigPub sets a CaptureTimestamp and
   PlayoutDelay on each object, and subscribers simply present the
   object at the playout time which is the capture time plus the playout
   delay.  HopTime is still useful for monitoring delay and detecting
   that the end subscriber has NTP synchronized time but is not strictly
   needed for playout decisions.

   Scenario 2: OrigPub and Relays are NTP capable, but End Subscribers
   are not.  The OrigPub still sets CaptureTimestamp and PlayoutDelay to
   compute a playout time.  The end subscriber estimates NTP time using
   the HopTime and adding half of the RTT estimate from the QUIC
   transport that provided the HopTime.  These values can be smoothed
   and, along with an unsynchronized local clock, can be used to get a
   close estimate of NTP time.

   Scenario 3: Only Relays are NTP capable.  The OrigPub itself has no
   synchronized clock but it can subscribe to its own media to estimate
   NTP time in the same way the end subscriber does in Scenario 2.

3.4.  Original Publisher (OrigPub)

   The Original Publisher is responsible for creating media objects and
   attaching the timing metadata that drives synchronization.  When it
   creates each object, it sets the CaptureTimestamp and PlayoutDelay to
   indicate when the object should be presented.  It also sets the
   initial HopTime to its own current time.

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3.4.1.  Steady-State Timing

   During normal operation, the OrigPub increments CaptureTimestamp on
   each successive object by the media frame duration.  For example, if
   the track carries 20ms audio frames, each object's CaptureTimestamp
   is 20ms later than the previous one.  The PlayoutDelay remains
   constant unless adjusted by the PlaySyncServer.  This produces a
   continuous, evenly spaced playout schedule that subscribers follow.

3.4.2.  PlayoutDelay updates from PlaySyncServer

   The OrigPub receives timing adjustment instructions from the
   PlaySyncServer.  When the PlaySyncServer decides (based on subscriber
   feedback it receives directly) that the playout target needs to
   change — for example, increasing delay by 100ms — the OrigPub applies
   that correction to the next object it produces and continues
   incrementing by the media frame duration from the new baseline
   onward.  The effect is a one-time shift in the playout schedule; all
   subsequent objects maintain the same spacing relative to the
   corrected point.

     Frame duration = 20ms, correction = +100ms at object N

     Object:   N-2      N-1       N        N+1      N+2
     Target:   T+40     T+60    T+180     T+200    T+220
                                 ▲
                                 │ correction applied here
                                 │ (+100ms added to baseline)

3.5.  Relays

   When forwarding an object, a relay MUST replace the HopTime value
   with its own current timestamp of approximately when it started
   sending the object.

   Relays MUST use NTP-synchronized clocks when generating HopTime
   values.

   Relays SHOULD only perform HopTime stamping when at least one
   downstream subscriber has indicated sync support in its SUBSCRIBE
   parameters, to avoid unnecessary processing overhead.

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3.6.  PlaySyncServer

   The PlaySyncServer is a logical service defined by the application
   that receives feedback directly from all subscribers and communicates
   with the OrigPub to issue timing adjustments.  It is responsible for
   observing the health of synchronization across all subscribers and
   making decisions about whether timing needs to change.

   The PlaySyncServer MUST implement the following decision logic based
   on aggregated subscriber feedback:

   *  If all subscribers report sync state within acceptable bounds, the
      PlaySyncServer MUST NOT issue any timing adjustments.

   *  If a majority of subscribers report falling behind by a consistent
      amount, the PlaySyncServer SHOULD instruct the OrigPub to increase
      the PlayoutDelay on subsequent objects by the reported deficit.

   The PlaySyncServer SHOULD implement hysteresis to avoid oscillation.

4.  Optimized Forms

4.1.  Short Timestamps

   The timestamps will typically encode to about a 6 byte integer in
   MoQ.  In many applications, there is no requirement to sync media
   that is delivered more than a few seconds outside of the desired
   playout time.  These applications can send just the low order 14 bits
   of the timestamps which are referred to as short timestamps.

   If the application receives a timestamp less than 16384, it is
   assumed to be a short timestamp.  The receiver computes the full
   timestamp by taking its current time, replacing the lower 14 bits
   with the received short timestamp, then if that result is greater
   than the current time, subtracting 16384.

4.2.  Periodic Marking

   There is no need to send markings with every object for applications
   that send objects at a constant rate.  Receivers can look at two
   existing timestamps and extrapolate the timestamps of other objects
   that are near the same time.  Typically these applications also know
   the rate of the objects.

   An original publisher that uses periodic marking needs to consider:

   *  If the objects are over datagrams, consider sending information in
      multiple objects in case one is lost.

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   *  If subscribers join mid track, how quickly will they discover the
      synchronization information.

   A typical strategy might be to send the timestamp and playout delay
   information once every 200ms.

4.3.  Time Aligned Groups

   Many applications can have a direct linear function between the MoQ
   group ID and the capture timestamps.  The relationship is defined by
   an object rate per 720 seconds and the time offset of the first
   object in the first group.

   CaptureTimestamp = GroupID * 720000 / objectsPer720s + startTime

   Where:

   *  objectsPer720s is the number of objects produced in 720 seconds
      (e.g., for 30 fps video: 30 × 720 = 21600).

   *  startTime is the capture timestamp of the first object in group 0,
      expressed in milliseconds since the NTP epoch.

   *  CaptureTimestamp is the resulting capture time in the same units
      as startTime.

   The constant 720000 (= 2^7 × 3^2 × 5^4) was chosen to allow a wide
   range of common frame rates to be exactly represented as integer
   divisors.  RTP often uses 90000 but high frame rates for slow motion
   video such as 480 fps do not evenly divide into 90000, whereas they
   do divide evenly into 720000.

   The objectsPer720s and startTime can be communicated out of band, for
   example, in the catalog.

   If the publisher uses Time Aligned Groups, it MUST choose the group
   number to correctly represent the capture time of the first object in
   the group based on the out of band rate and start time.  End
   Subscribers can use the group ID to recreate the capture time of the
   first object in the group.  The capture times for subsequent objects
   within a group can be derived by adding 720000 / objectsPer720s for
   each object offset.

   If end subscribers are aware that groups are time-aligned, there is
   no need to include the CaptureTimestamp property.

   TODO - add extension to catalog to carry this information

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4.4.  Catalog Based Playout Delay

   For many applications the Catalog can be used to deliver the
   PlayoutDelay for a track.  If the logical PlaySyncServer wants to
   update the PlayoutDelay, a new version of the catalog can be pushed
   with delta encoding on a catalog track that all the clients subscribe
   to.

   TODO - define extension to catalog to carry PlayoutDelay.

5.  End Subscribers

   End subscribers compute playout times from the timing metadata and
   report sync state to the PlaySyncServer.

5.1.  Computing Playout Target

   The subscriber estimates one-way delay from its closest relay:

     D_oneway = ReceiveTime - HopTime
     D_baseline = min(D_oneway) over recent observations

   The playout target depends on the NTP scenario (see Section 3.3):

   Scenario 1 (all nodes have NTP):

     T_playout = CaptureTimestamp + PlayoutDelay

   Scenario 2 (subscribers lack NTP):

     T_playout = ReceiveTime + PlayoutDelay - (D_oneway - D_baseline)

   Scenario 3 (only relays have NTP):

     T_playout = HopTime + PlayoutDelay + D_baseline

5.2.  Sync Feedback

   Subscribers SHOULD periodically report their sync state to the
   PlaySyncServer.  The PlaySyncServer uses these reports to determine
   whether a systemic issue exists and, if so, instructs the OrigPub to
   adjust PlayoutDelay on future objects.

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5.3.  Drift and Jump Handling

   End subscribers MUST be prepared to handle clock drift (gradual
   divergence between local and relay clocks) and delay jumps (sudden
   shifts from route changes or congestion events).  Implementations
   SHOULD apply local compensation to maintain playout continuity and
   report persistent drift or jumps to the PlaySyncServer.

6.  Security Considerations

   Subscribers MAY implement reasonableness checks — for example,
   verifying that HopTime values are monotonically increasing and that
   the delta between consecutive objects' HopTime values is bounded.

   The connection between the OrigPub and PlaySyncServer MUST be
   authenticated and integrity-protected to prevent injection of false
   playout targets.

   Malicious subscribers could send fabricated feedback reports claiming
   to be far behind, tricking the PlaySyncServer into unnecessarily
   increasing playout delay for everyone.  The PlaySyncServer SHOULD
   implement rate limiting on reports and outlier detection to identify
   and filter anomalous feedback.

7.  IANA Considerations

   This document requests the following IANA registrations:

   *  TBD1: PlayoutDelay Object Extension Type

   *  TBD2: CaptureTimestamp Object Extension Type

   *  TBD3: HopTime Object Extension Type

   *  TBD6: Sync Support Subscribe Parameter Type

8.  References

8.1.  Normative References

   [MOQ-TRANSPORT]
              Nandakumar, S., Vasiliev, V., Swett, I., and A. Frindell,
              "Media over QUIC Transport", Work in Progress, Internet-
              Draft, draft-ietf-moq-transport-18, 12 May 2026,
              <https://datatracker.ietf.org/doc/html/draft-ietf-moq-
              transport-18>.

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   [RFC2119]  Bradner, S., "Key words for use in RFCs to Indicate
              Requirement Levels", 1997,
              <https://tools.ietf.org/rfc/rfc2119.txt>.

8.2.  Informative References

   [NTP]      Mills, D., "Network Time Protocol Version 4: Protocol and
              Algorithms Specification", 2010,
              <https://tools.ietf.org/rfc/rfc5905.txt>.

   [PTP]      IEEE, "IEEE Standard for a Precision Clock Synchronization
              Protocol for Networked Measurement and Control Systems",
              2020,
              <https://standards.ieee.org/standard/1588-2019.html>.

Authors' Addresses

   Suhas Nandakumar
   Cisco
   Email: snandaku@cisco.com

   Cullen Jennings
   Cisco
   Email: fluffy@iii.ca

Nandakumar & Jennings    Expires 7 January 2027                [Page 14]