Network Working Group                                            X. Liu
                                                    Huawei Technologies
Internet-Draft
Intended status: Informational

Expires: April 2017                                   October 31, 2016


                  Deterministic Latency Network Use Cases
                         draft-liu-dln-use-cases-00


Abstract

   This draft documents low latency requirements in several diverse
   industries including virtual reality, electrical utilities protection
   and cloud-based service. For each case, this document will identify
   the application, representative solutions used today and its
   requirements on deterministic latency mechanism.

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   publication of this document.  Please review these documents
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Table of Contents

   1.   Introduction .............................................. 2
      1.1. Conventions used in this document ...................... 3
   2.   Cloud VR/Gaming Service ................................... 3
      2.1. Use Case Description ................................... 3
      2.2. Delay in a VR system ................................... 4
      2.3. Cloud VR/Gaming Asks ................................... 7
   3.   Electrical Utility Relay Protection ....................... 7
      3.1. Use Case Description ................................... 7
      3.2. Delay Requirements on Protection Scheme ................ 8
      3.3. Precision Delay Compensate Technology .................. 9
      3.4. Relay Protection Asks .................................. 9
   4.   Cloud-based Service ....................................... 9
      4.1. Use Case Description ................................... 9
      4.2. Cloud-based Service Asks .............................. 10
   5.   Security Considerations .................................. 10
   6.   IANA Considerations ...................................... 10
   7.   References ............................................... 10
      7.1. Informative References ................................ 10
   8.   Acknowledgments .......................................... 11

1. Introduction

   Deterministic latency network (DLN) is defined to provide guaranteed
   deterministic latency for specific traffic, especially for latency-
   critical traffic. However, there are no current off-the-shelf
   solutions for DLN. Distinguished from DetNet [I-D.finn-detnet-
   architecture] that focuses on the solution of Layer 2-3 packet
   forwarding, a feasible DLN solution is supposed to provide a latency
   information obtaining mechanism including delay-aware modeling and
   measurement, latency management mechanism with interfaces and
   protocols to maintain the performance of latency sensitive
   applications. Latency slicing and latency modeling are alternatives
   in discussion currently. More specifically, DLN is:

   -Face to upper layer, define delay-aware PHB and related OAM
   interfaces;

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   -Targeting at WAN, support multiple data techniques including TSN;

   -Working together with DetNet, and also have constraints on traffic
   flow, device capability, and etc.

   This draft elaborates use cases from diverse industries along with
   their stringent requirements for deterministic low latency. Together,
   they provide broad industry context for DLN and a yardstick against
   which proposed DLN solutions can be measured.

   For each use case, we identify the application with its latency
   requirement, and specify its representative solutions used today as
   well as problems to be settled on deterministic latency mechanisms.

1.1. Conventions used in this document

   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 [RFC2119].

2. Cloud VR/Gaming Service

2.1. Use Case Description

   Virtual reality (VR) systems track one or more objects to generate
   the depiction of a virtual environment from the user's vantage point.
   Free viewpoint television (FTV) as a typical application of VR allows
   the user to interactively control the viewpoint and generate new
   views of a dynamic scene from any 3D position by transmitting all
   views of 3D space to user and rendering new images according user's
   turn locally, which requires large bandwidths, 1Gbps for 4K FTV and
   4Gbps for 16K FTV, unavailable in subscriber network. VR gaming
   allows the user to experience being in a three-dimensional
   environment and interact with the environment during a game through
   dedicated equipments. Large bandwidth requirement and high cost of
   the customized hardware with immense computational power make VR
   inaccessible to the average consumer.

   To address these challenges, cloud-based virtual reality is proposed
   by carriers to alleviate complex processing and high bandwidth on
   user side by outsourcing the computational power necessary to encode
   videos or render games to distant server farms and delivering only
   video content to user. Then carriers can serve as media providers in
   broadcast and streaming for sports and live events, or as


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   infrastructure provider for third-part VR applications. By reducing
   initial cost of virtual reality and removing the need d for consumers
   to constantly upgrade their equipments every few years, cloud based
   virtual reality is much more attainable.

2.2. Delay in a VR system

   In this use case we consider the latency between the time user start
   to turn and the time the image is redrawn to account for the new pose
   in a cloud based VR system. A high latency may induce simulator
   sickness due to the virtual image drifting, reduce the subjective
   sense of "presence", and change the pattern of behavior such that
   users make more errors during speeded reaching, grasping, or object
   tracking. To deliver good experiences, 20 ms of latency or much less
   is recommended for a VR system to prevent simulator sickness.

   The latency of a VR system mainly comes from the following steps:

   1) Tracking has to capturing the exact pose of the HMD (Head Mount
   Display), that is, the exact position and orientation in the real
   world. Tracking latency is highly dependent on the system used. An
   IMU (3-DOF gyro and 3-DOF accelerometer) has low latency on the order
   of 1 ms, but drifts. Camera-based tracking doesn't drift, but has
   high latency of 10-15 ms. Right now one of the lowest-latency non-
   drifting accurate systems out there is a high-end system from NDI,
   which has about 4 ms of latency. To reduce the tracking latency, the
   obvious solution is using both optical tracking and an IMU, via
   sensor fusion. The IMU can be used to provide very low-latency state,
   and optical tracking can be used to correct the IMU's drift. Properly
   implemented, sensor fusion can reduce the tracking latency to about
   1.5 ms.

   2) The graphic system has to render the scene as viewed from that
   pose. Rendering latency depends on CPU and GPU capabilities and on
   the graphics complexity of the scene being drawn. A VR system
   requires at least 60 Hz for a good experience, and the corresponding
   rendering latency is 16ms. When this step is moved to the cloud, the
   rendering latency can be reduced to about 7.4 ms by distributed
   parallel processing.

   3) Transmission of the rendered output from the cloud to the user's
   device over IP induces a transmit latency which is unpredicted
   currently.

   4) The graphics hardware has to transfer the rendered scene to the
   HMD's display. This is called scan-out, and involves reading
   sequentially through the frame buffer from top to bottom, moving

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   right to left within each scan line, and streaming the pixel data for
   the scene over a link such as HDMI to the display. At 200Hz, the
   displaying latency is on the order of 6ms.

   The total latency of tracking, rendering and displaying is
   1.5+7.4+6=14.9ms. So the suggested budget for transmit delay is 5ms
   to keep the total latency down to 20 ms.

                                               +----------------------+
   +------------------------------+            | Rendering Latency    |
   | +-------+     +--------+     |            |+-------+  +---------+|
   | |Sensors|-----|  A/D   |     |            ||cloud  |--|rendering||
   | +-------+     +---/----+     |       +----||process|  +---------+|
   |                   |          |       |    |+-------+       |     |
   | +----------+   +---/--------+|       |    |+---------+ +--------+|
   | |terminal  |---|signal      ||       |    ||video    |-|video   ||
   | |processing|   |transmission||       |    ||streaming| |encoding||
   | +----/-----+   +------------+|       |    |+---------+ +--------+|
   | Tracking Latency             |       |    +----------------------+
   +------|-----------------------+  +------------+
          |                          |network     |
          |                          |transmission|
          +--------------------------/            |
                                     |            |
                                     +------------+

                                     Transmit Latency

                                     +------------+
                                     |network     |
                                     |transmission|
                                     |            |
                                     +------------+
   +----------------------------+          |
   |  Displaying Latency        |          |
   | +----------+   +---/------+|          |
   | |          |---|Video     ||----------+
   | |displaying|   |decoding  ||
   | +----/-----+   +----------+|
   +----------------------------+

                    Figure 1 End-to-End Cloud VR System

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   Two deployments of cloud-based virtual reality are proposed in this
   use case to keep the transmit latency down to 5ms. One is deploying
   the central cloud access to the BRAS, and the other one is deploying
   the central cloud access to the CO. There is a tradeoff between
   latency and OPEX. Both of them require the network to guarantee a
   deterministic low latency for VR traffic.

                                   /''''
                                  |     \
                              /''''       \
                             /             \
                             |  VR Cloud   |
+-------+                    ,,,,,,,,,,,,,,,
|   VR  |-----|                   |
|Devices|     |     +-----+    +-----+      +------+     +------------+
+-------+     |-----| ONT |----| OLT |------| BRAS |-----| Core Router|
              |     +-----+    +-----+      +------+     +------------+
+-------+     |
|   VR  |-----|
|Devices|
+-------+
                     Figure 2. VR Cloud on CO Position



                                              /''''
                                              |     \
                                         /''''       \
                                        /             \
                                        |  VR Cloud   |
+-------+                               ,,,,,,,,,,,,,,,
|   VR  |-----|                                |
|Devices|     |     +-----+    +-----+      +------+     +-------------+
+-------+     |-----| ONT |----| OLT |------| BRAS |-----| Core Router |
              |     +-----+    +-----+      +------+     +-------------+
+-------+      |
|   VR  |-----|
|Devices|
+-------+
                    Figure 3. VR Cloud on Bras Position




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   In this case, assured transmission latency for VR traffic is the key
   to cloud-based virtual reality. New latency-aware packet forwarding
   mechanism is required for the network to guarantee the deterministic
   latency for this latency-critical traffic. Along with this forwarding
   mechanism, the latency is required to be measurable and manageable to
   maintain the performance of VR.

2.3. Cloud VR/Gaming Asks

   o  Deterministic Delay behavior
   o  IP packet service
   o  Ultra low delay less than 5ms
   o  Delay management over network

3. Electrical Utility Relay Protection

3.1. Use Case Description

   The effective operation of an electrical utility depends on high
   validity and deterministic behavior of the fundamental networks.
   Protection means not only to protect the operator but also to protect
   the stability of the electrical equipment. If a transmission or
   distribution power failure happens, it will cause damage to the
   operator and large blackouts. The role of the protection system of
   the electrical utility is to selectively trip out a faulty part by
   delivering command signals as soon as possible.

   The basic principal of protection scheme is that, by monitoring the
   abnormal voltage or current changes in power primary equipment or
   transmission lines, the logic program can identify a device or a
   transmission line fault point and control circuit breaker to trip in
   time. The current value is the same at both ends of the transmission
   line during normal operation, and when this transmission line fails,
   the current at both ends will not match. When the differential
   current is greater than the setting value, the circuit breaker will
   be tripped on each side of the protected device, so that faulty
   equipment disconnects the power.AS is shown in Figure 1, A and B on
   behaves of the line protection equipment, T1 and T2 refers to the
   time delay of two opposite directions, Im and In refers to the current
   of two opposite directions, Ik is the result of Im plus In, if Ik
   equals to 0, there is no trouble between A and B, otherwise, some
   faults are here.


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              Im-------          Ik             -------In
               +---+  |           |             |  +---+
               | A |--|-----------|-------------|--| B |
               +---+  |           |             |  +---+
               |   |                               |   |
               |   |                               |   |
               |   +-------------T1----------------+   |
               +------------------T2-------------------+
                /-------------------------------------\
                |Normal or external trouble, Ik=Im+In=0|
                |internal trouble, Ik=Im+In 0          |
                \-------------------------------------/
                     /----------------------------\
                     | T1 is the delay from A to B|
                     | T2 is the delay from B to A|
                     | Asymmetric=|T1-T2|         |
                     \----------------------------/
                Figure 4 Electrical Utility Relay Protection

3.2. Delay Requirements on Protection Scheme

   Right now everything is moving to IP network. In order to realize the
   effective differential protection, time delay need to be taken into
   consideration. As shown in Figure 1, T1 and T2 must be less than 5ms.
   The most important thing is that the difference between T1 and T2
   must be less than 20us. More detailed requirements are shown in the
   following table:

   +------------------------------+---------------------------------+
   |Power relay requirements      |Attributes                       |
   +------------------------------+---------------------------------+
   |Interface type                |E1 interface                     |
   +------------------------------+---------------------------------+
   |Full nodes                    |Less than or equal 15            |
   +------------------------------+---------------------------------+
   |Total transmission distance   |About 500KM                      |
   +------------------------------+---------------------------------+
   |One way delay                 |Less than 5ms                    |
   |Maximum jitter                |10us                             |
   +------------------------------+---------------------------------+
   |Asymmetric delay              |Less than 20us                   |
   +------------------------------+---------------------------------+

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                     Table 1: Power Relay Requirements

3.3. Precision Delay Compensate Technology

   The effective differential protection relies on synchronous sampling.
   It means that the protective device on both sides of the transmission
   line requires synchronous sampling. When both sides of relay
   protection exists sampling time difference, it will produce a
   corresponding differential current value. If the differential current
   value exceeds the threshold value, the protection may miss operate.
   Synchronous sampling is based on the consistency of the two-way
   channel delay, which implies that the smaller the asymmetric is, the
   better differential protection behaves. So the relay protection has
   strict requirements on asymmetric delay, it must be less than 20us.

   SDH technology has become the mainstream of the electric power
   communication network technology. In recent years, with the process
   of smart grid construction accelerated, more variety, a greater flow
   of business types gradually add in electric power communication
   network. It becomes more and more difficult for SDH network to
   satisfy time delay in the differential protection. So the main
   electric power communication network service is from the traditional
   TDM business gradually transformed into IP packet service. The highly
   precise time delay compensate technology plays an important role in
   IP packet service, which can solve the problem of time delay in the
   differential protection.

3.4. Relay Protection Asks

   o  Deterministic behavior
   o  Synchronous sampling
   o  IP packet service
   o  20us Asymmetric delay
   o  Delay information for compensation technology


4. Cloud-based Service

4.1. Use Case Description

   Cloud-based services those are any resources provided over the
   network. Commonly, the cloud providers provide computing, storage as
   well infrastructures as a service which is accessible from network.
   More and more companies are switching to the cloud since it is more
   efficient, secure and reliable. The performance is the key matter of
   cloud-based services, as fast and predictable response from remote
   location at any volume is the determinant of user experience.

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   Latency and loss is the killer of cloud-based services with a direct
   negative impact on performance. There are many factors can affect
   latency, distance, routing, bandwidth and so on. CDN and deployment
   of edge caches can help to mitigate some of the delays but only for
   downloads and do little for upstream traffic. Delay and jitter on
   video conferences or poor application performance still remains on
   where traffic goes.

   In this case, all cloud providers guarantee a minimum service level
   to users. Users will be refunded in certain level if there is a
   violation on SLA. The SLA is usually based on availability
   requirements on a monthly or yearly basis from 99% to 100%. From [],
   some operators guarantee uptime, but current no SLA is based on
   performance indicators such as response time. The reason below this
   is lack of such delay control and management mechanisms.

   Visible and aware of delay performance is also necessary to maintain
   a global view of state of art of the network.

4.2. Cloud-based Service Asks

   o  Deterministic Delay behavior
   o  IP packet service
   o  Delay visibility
   o  Delay management over network
5. Security Considerations

   This document analyzes the standardization work on synchronization in
   different SDOs. As no solution is proposed in this document, no
   security concerns are raised.

6. IANA Considerations

   There are no IANA actions required by this document.

7. References


7.1. Informative References

   [I-D.finn-detnet-architecture]

   Finn, N., Thubert, P., and M. Teener, "Deterministic Networking
   Architecture", draft-ietf-detnet-architecture-00 (work in progress),
   September 2016.


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8. Acknowledgments

   TBD

Authors' Addresses

   Xian Liu
   Huawei Technologies Co., Ltd.
   Bantian, Longgang district
   Shenzhen 518129, China
   Email: lene.liuxian@huawei.com





































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