Maximum Tolerable Delays when using Tunneling Compressed Multiplexed Traffic Flows
draft-suznjevic-tsvwg-mtd-tcmtf-00
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draft-suznjevic-tsvwg-mtd-tcmtf-00
Transport Area Working Group M. Suznjevic
Internet-Draft University of Zagreb
Intended status: Informational J. Saldana
Expires: June 15, 2013 University of Zaragoza
December 12, 2012
Maximum Tolerable Delays when using Tunneling Compressed Multiplexed
Traffic Flows
draft-suznjevic-tsvwg-mtd-tcmtf-00
Abstract
This document contains recommendations of maximum tolerable delays to
be added by methods which improve bandwidth utilization through
compression, multiplexing, and tunneling over a network path.
Recommendations are presented only for real-time network services for
which such bandwidth optimization techniques are applicable (i.e.,
services with low payload size to header size ratio).
Status of this Memo
This Internet-Draft is submitted to IETF 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 June 15, 2013.
Copyright Notice
Copyright (c) 2012 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
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to this document. Code Components extracted from this document must
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Internet-Draft MTD-TCMTF December 2012
include Simplified BSD License text as described in Section 4.e of
the Trust Legal Provisions and are provided without warranty as
described in the Simplified BSD License.
Table of Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 3
2. Requirements Language . . . . . . . . . . . . . . . . . . . . 3
3. Considered services . . . . . . . . . . . . . . . . . . . . . 3
4. Delay recommendations . . . . . . . . . . . . . . . . . . . . 4
4.1. VoIP . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
4.2. Online games . . . . . . . . . . . . . . . . . . . . . . . 7
4.3. Remote desktop access . . . . . . . . . . . . . . . . . . 8
5. Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . 9
6. IANA Considerations . . . . . . . . . . . . . . . . . . . . . 9
7. Security Considerations . . . . . . . . . . . . . . . . . . . 9
8. References . . . . . . . . . . . . . . . . . . . . . . . . . . 9
8.1. Normative References . . . . . . . . . . . . . . . . . . . 9
8.2. Informative References . . . . . . . . . . . . . . . . . . 10
Authors' Addresses . . . . . . . . . . . . . . . . . . . . . . . . 11
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1. Introduction
This document extends the draft [TCMTF] with a set of recommendations
of overall tolerable delays which can be added in the processes of
compression, multiplexing, and tunneling. These recommendations are
needed, since the techniques proposed in [TCMTF], while saving
bandwidth, add additional network delay. Network delay is one of the
main factors which can degrade the Quality of Experience (QoE) of
real-time network services [TGPP_TR26.944]. In order to prevent QoE
degradation of real-time services using TCMTF, a policy defining a
multiplexing period can be employed. Values of maximum tolerable
delays presented here form the base of such policy. The
recommendations are presented for real-time network services in which
TCTMF bandwidth optimization is applicable (i.e., services which have
low payload to header size ratio which results in high protocol
overhead).
The second set of recommendations focuses on different multiplexing
policies and implementation issues which are service and link
specific.
2. Requirements Language
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 [RFC2119].
3. Considered services
Under the term "real-time network services" we consider both
conversational and streaming service classes of services as defined
in [TGPP_TS]. Interactive and background services are considered non
real-time. Fundamental requirements of real-time network services
include conversational pattern (stringent and low delay) and
preservation of the time relation (variation) between the information
entities of the stream.
We are focused on real-time network services which have low payload
to header size ratio and therefore are appropriate for bandwith
optimizations presented in TCMTF. We identify the following
services:
o Voice over IP
o Online games
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o Remote desktop services
While video services are considered real-time, they are not suitable
for bandwidth optimization techniques proposed in [TCMTF], due to the
high payload to header size ratio they present. Therefore, we
neither take into account services using an approach in which all the
calculations are deployed in the server, which sends a real-time
video stream to the client. In these cases, TCMTF optimization is
neither interesting nor applicable. On the other hand, TCMTF can be
applied for web browsing in terms of payload to header size ratio,
but since some studies have shown that web browsing delays of several
seconds are acceptable to users, there is no need for policy
limitations in TCMTF, as the multiplexing periods are shorter than
that [ITU-T_G.1010].
4. Delay recommendations
The three normally considered network impairments in the studies
related to subjective quality in real-time interactive games are:
o delay - can be reported as one-way-delay (OWD) [RFC2679] and two-
way-delay (Round Trip Time) [RFC2681]. In this document, under
the term latency, one way end-to-end day is considered.
o jitter - which is a statistical variance of the data packet inter-
arrival time, in other words the variation of the delay.
o packet loss - more important for certain applications, while other
include very good algorithms for concealing it (e.g., some game
genres).
In this document we give recommendations of overal tollerable delays
for previously listed real-time network services. In an interactive
service, the total delay is composed by the addition of delays as
defined in 3GPP TR 26.944 [TGPP_TR26.944].
o Transfer delay - from Host1 to Host2 at time T is defined by the
statement: Host1 sent the first bit of a unit data to Host2 at
wire-time T and that Host2 received the last bit of that packet at
wire-time T+dT
o Transaction delay - the sum of the time for a data packet to wait
in queue and receive the service during the server transaction.
Figure 1 shows these delays. The labeled times (S and R) designate
the times in which the packet is sent or received by the network card
interface.
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+-----------+ +-----------+
| Host1 | | Host 2 |
+-----------+ +-----------+
S------- | ^ ^
| ------- | | |
| ------- |transf. |
| ------- | | |
| ------- | v |
| ------>R ^ |
| | | |
| |transac. total RTT
| | | |
| -------S v |
| ------- | ^ |
| ------- | | |
| ------- |transf. |
| ------- | | |
R<------ | v v
| |
S: Packet sent
R: Packet received
Figure 1
The use of TCMTF requires the addition of a multiplexer and a
demultiplexer in the scenario. A number of flows are multiplexed
together before being sent through the Internet. The packets are
demultiplexed and rebuilt before being forwarded to the application
server. An scheme of TCMTF is included in Figure 2:
+------+
|user 1|___
+------+ \
\ _ _
+------+ +-----+ ( ` )_ +-------+ +------+
|user 2|--->| mux |--> ( ) `) --->| demux |-->|server|
+------+ +-----+ (_ (_ . _) _) +-------+ +------+
. / Internet
. /
+------+ / <-----------tcmtf----------->
|user n|_/
+------+
Figure 2
This technique groups packets in order to build a multiplexed one.
So "multiplexing period" has to be defined in the multiplexer. When
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it ends, all the arrived packets are sent together in the same
bundle. Therefore, multiplexing delay caused by tcmtf optimization
techniques can be seen as an increase of transfer delay. The delay
in the multiplexer is caused by the time the packets are retained
until the bundled packet is sent, plus processing time. However, in
the demultiplexer packets are not retained, so only processing time
is considered.
Figure 3 shows the total delay, when a multiplexer and a
demultiplexer are added. It should be noticed that multiplexing can
be deployed independently in the two directions, or only in one of
them, as shown in Figure 3.
+---------+ +--------+ +--------+ +---------+
| Host 1 | | mux | | demux | | Host 2 |
+---------+ +--------+ +--------+ +---------+
S------- | | | ^ ^
| ------- | | | | |
| --R ^ | | | |
| | | | | | |
| | mux | | | |
| | | | | | |
| | | | | transf. |
| S---- v | | (& mux) |
| | ------- | | | |
| ----R ^ | | |
| | demux | | total RTT
| | | | | |
| S--- v | v |
| | --------->R ^ |
| | | |
| |transac. |
| | | |
| --------S v |
| -------- | ^ |
| -------- | | |
| -------- | transf. |
| ------- | | |
R<------ | v v
| |
S: Packet sent
R: Packet received
Figure 3
If a policy defining a multiplexing period is used, then the average
latency added to each packet will be half the multiplexing period. A
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tradeoff appears: the longer the multiplexing period, the higher the
number of packets which can be grouped, thus obtaining better
bandwidth savings. So in order to calculate the maximum multiplexing
period, the rest of the delays have to be considered: if the sum of
propagation, processing and transmission delays is under the maximum
tolerable delay, then multiplexing will be possible without harming
user's experience. The calculation of the overal delay may be
performed according to the ITU-T Y.1541 reccomendation [ITU-T_Y.1541]
The difference will give the maximum recommended multiplexing period.
Next, we will report the maximum tolerable latencies for the
previously listed real-time network services.
4.1. VoIP
For conversational audio, the International Telecommunication Union
recommends in [ITU-T_G.114] less than 150 millisecond one-way end-to-
end delay for high-quality real time traffic, but delays between
150ms and 400ms are acceptable. For a streaming audio, delay
constraints are much looser, the delay should be less than 10s
[ITU-T_G.1010].
4.2. Online games
Online games are a large area comprising many game genres which have
different latency requirements. This draft focuses on real-time
online games and endorses the general game categorization proposed in
[Claypool_Latency] in which online games have been divided into:
o Omnipresent, with the threshold of acceptable latency (i.e.,
latency in which performance is above 75% of the unimpaired
performance) of 1000 ms. The most representative genre of
omnipresent games are Real-Time Strategies.
o Third Person Avatar, with the threshold of acceptable latency of
500ms. These games include include Role Playing Games (RPG) and
Massively Multiplayer Online Role-Playing Games (MMORPG).
o First Person Avatar, in which threshold of acceptable latency is
100ms. The most popular subgenre of them are First Person
Shooters, such as "Call of Duty" or "Halo" series.
The study [Claypool_Latency] evaluated players' performance of
certain tasks while increasing latency, and reported latencies in
which the performance dropped below 75% of the performance under
unimpaired network conditions. While measuring objective performance
metrics, this method highly underestimates the impact of delays on
players' QoE. Further studies accessing a particular game genre
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reported much lower latency thresholds for unimpaired gameplay.
A survey using a large number of First Person Shooter games was
carried out in [Dick_Analysis]. As a result, they stated that
latencies about 80ms could be considered as acceptable, since the
games were rated as "unimpaired". Besides service QoE, it has been
shown that delay has great impact on the user's decision to join a
game, but significantly lesser on the decision to leave the game
[Henderson_QoS].
A study oriented to evaluation of Mean Opinion Score (MOS), based on
variation of delay and jitter for MMORPGs, suggested that MOS drops
below 4 for delays greater than 120 ms [Ries_QoEMMORPG]. The MOS
score of 5 indicates excellent quality, while MOS score of 1
indicates bad quality. Another study focused on extracting the
duration of play sessions for MMORPGs from the network traffic traces
showed that the session durations start to decline sharply when
latency is between 150ms and 200ms latencies[Chen_HowSensitive].
While original classification work [Claypool_Latency] states that
latencies up to 1s are tolerated by omnipresent games, other studies
argued that only latencies up to 200ms are tolerated by players of
RTS games [Cajada_RTS].
4.3. Remote desktop access
For the services of remote computer access, the delays are dependent
on the task performed through the remote desktop, which are
categorized into audio, video and data (reading, web browsing,
document creation). A QoE study indicates that for audio latencies
below 225 ms and for data latencies below 200 ms are tolerated
[Dusi_Thin].
We group all the results in the Table 1 indicating the maximum
allowed of latencies and proposed multiplexing periods. Proposed
multiplexing periods are guidelines, since the exact values are
dependant of existing the delay in the network. It should be noted
that multiplexing periods of about 1 second can be considered as
enough for non real time services (e.g., web browsing and streaming
audio).
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+---------------------------+-------------------------+-------------+
| Service | Tolerable latency (OWD) | Mux. period |
+---------------------------+-------------------------+-------------+
| Voice communication | < 400ms | < 80ms |
| Omnipresent games | < 300ms | < 60ms |
| First person avatar games | < 100ms | < 20ms |
| Third person avatar games | < 200ms | < 40ms |
| Remote desktop | < 200ms | < 40ms |
+---------------------------+-------------------------+-------------+
Table 1: Final recommendations
5. Acknowledgements
6. IANA Considerations
This memo includes no request to IANA.
7. Security Considerations
All drafts are required to have a security considerations section.
See RFC 3552 [RFC3552] for a guide.
8. References
8.1. Normative References
[ITU-T_G.1010]
International Telecommunication Union-Telecommunication,
"End-user multimedia QoS categories", SERIES G:
TRANSMISSION SYSTEMS AND MEDIA, DIGITAL SYSTEMS AND
NETWORKS; Quality of service and performance , 2001.
[ITU-T_G.114]
ITU-T, "ITU-T Recommendation G.114 One-way transmission
time", ITU G.114, 2003.
[ITU-T_Y.1541]
International Telecommunication Union-Telecommunication,
"; Network performance objectives for IP-based services",
SERIES Y: GLOBAL INFORMATION INFRASTRUCTURE, INTERNET
PROTOCOL ASPECTS AND NEXT-GENERATION NETWORKS; Internet
protocol aspects - Quality of service and network
performance , 2011.
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[RFC2119] Bradner, S., "Key words for use in RFCs to Indicate
Requirement Levels", BCP 14, RFC 2119, March 1997.
[RFC2679] Almes, G., Kalidindi, S., and M. Zekauskas, "A One-way
Delay Metric for IPPM", RFC 2679, September 1999.
[RFC2681] Almes, G., Kalidindi, S., and M. Zekauskas, "A Round-trip
Delay Metric for IPPM", RFC 2681, September 1999.
8.2. Informative References
[Cajada_RTS]
Cajada, M., "VFC-RTS: Vector-Field Consistency para Real-
Time-Strategy Multiplayer Games", Master of Science
Disertation , 2012.
[Chen_HowSensitive]
Chen, K., Huang, P., and L. Chin-Luang, "How sensitive are
online gamers to network quality?", Communications of the
ACM 49, 2006.
[Claypool_Latency]
Claypool, M. and K. Claypool, "Latency and player actions
in online games", Communications of the ACM 49, 2006.
[Dick_Analysis]
Dick, M., Wellnitz, O., and L. Wolf, "Analysis of factors
affecting players' performance and perception in
multiplayer games", Proceedings of 4th ACM SIGCOMM
workshop on Network and system support for games, pp. 1 -
7 , 2005.
[Dusi_Thin]
Dusi, M., Napolitano, S., Niccolini, S., and S. Longo, "A
Closer Look at Thin-Client Connections: Statistical
Application Identification for QoE Detection", IEEE
Communications Magazine, pp. 195 - 202 , 2012.
[Henderson_QoS]
Henderson, T. and S. Bhatti, "Networked games: a QoS-
sensitive application for QoS-insensitive users?",
Proceedings of the ACM SIGCOMM workshop on Revisiting IP
QoS: What have we learned, why do we care?, pp. 141-147 ,
2003.
[RFC3552] Rescorla, E. and B. Korver, "Guidelines for Writing RFC
Text on Security Considerations", BCP 72, RFC 3552,
July 2003.
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Internet-Draft MTD-TCMTF December 2012
[Ries_QoEMMORPG]
Ries, M., Svoboda, P., and M. Rupp, "Empirical Study of
Subjective Quality for Massive Multiplayer Games",
Proceedings of the 15th International Conference on
Systems, Signals and Image Processing, pp.181 - 184 ,
2008.
[TCMTF] Saldana, J., Wing, D., Fernandez Navajas, J., Perumal, M.,
and F. Pascual Blanco, "Tunneling Compressed Multiplexed
Traffic Flows (TCMTF)", Internet-Draft Jul, 2012.
[TGPP_TR26.944]
3rd Generation Partnership Project;, "Technical
Specification Group Services and System Aspects; End-to-
end multimedia services performance metrics", 3GPP TR
26.944 version 9.0.0 , 2012.
[TGPP_TS] 3rd Generation Partnership Project, European
Telecommunications Standards Institute, "Quality of
Service (QoS) concept and architecture", 3GPP TS 23.107
version 11.0.0 Release 11 , 2012.
Authors' Addresses
Mirko Suznjevic
University of Zagreb
Faculty of Electrical Engineering and Computing, Unska 3
Zagreb, 10000
Croatia
Phone: +385 1 6129 755
Email: mirko.suznjevic@fer.hr
Jose Saldana
University of Zaragoza
Dpt. IEC Ada Byron Building
Zaragoza, 50018
Spain
Phone: +34 976 762 698
Email: jsaldana@unizar.es
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