Dispatch | M. Suznjevic |
Internet-Draft | University of Zagreb |
Intended status: Informational | J. Saldana |
Expires: June 13, 2016 | University of Zaragoza |
December 11, 2015 |
Delay Limits for Real-Time Services
draft-suznjevic-dispatch-delay-limits-00
Network delay is one of the main factors which can degrade the Quality of Experience (QoE) of network services. This document surveys a set of recommendations about the maximum latency tolerated by the users of services with delay constraints. Some recommendations already exist for e.g. VoIP, but emerging services as e.g. online gaming, have different requirements. Different papers in the literature reporting these constraints are surveyed, and a summary of the latency limits for each service is provided.
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The "Workshop on Reducing Internet Latency" [Workshop], sponsored by the Internet Society and some research projects, discussed different ways for reducing Internet latency, stating that "For Internet applications, reducing the latency impact of sharing the communications medium with other users and applications is key."
Network delay is one of the main factors which can degrade the Quality of Experience (QoE) of network services [RFC6390] [TGPP_TR26.944]. In order to prevent the degradation of the perceived quality of the services with delay constraints, a maximum limit can be defined. This "latency budget" has to be taken into account when considering the possibility of adding new network functions (e.g. through middleboxes), since every optimization adds some delay as a counterpart. These new functions not only exist at upper layers, but they can also be found in Layer 2. For example, in [IEEE.802-11N.2009], a number of Protocol Data Units can be grouped and transmitted together, but this will add a new delay required to gather a number of frames together.
This document surveys a set of recommendations about the maximum latency tolerated by the users of services with delay constraints. Some recommendations already exist for e.g. VoIP [ITU-T_G.114], but emerging services as e.g. online gaming, have different requirements, which may also vary with the game genre.
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].
Under the term "real-time network services" we consider both conversational and streaming service classes 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 identify the following real-time network services, as those with the most stringent real-time constraints:
Non real-time services such as streaming audio or video, and instant messaging also have delay limits, but different studies have shown that acceptable delays for these services are up to several seconds [ITU-T_G.1010].
Some types of machine to machine (M2M) traffic (e.g., metering messages from various sensors) for these services can be go up to an hour [Liu_M2M].
The three normally considered network impairments in the studies related to subjective quality in delay-constrained services are:
In this document we give recommendations for overall tolerable delays to be taken into account when adding new middleboxes or functionalities in the network. In an interactive service, the total delay is composed by the addition of delays as defined in 3GPP TR 26.944 [TGPP_TR26.944]. The overall delay may be calculated according to the ITU-T Y.1541 recommendation [ITU-T_Y.1541].
+-----------+ +-----------+ | Host1 | | Host 2 | +-----------+ +-----------+ S------- | ^ ^ | ------- | | | | ------- |transf. | | ------- | | | | ------- | v | | ------>R ^ | | | | | | |transac. total RTT | | | | | -------S v | | ------- | ^ | | ------- | | | | ------- |transf. | | ------- | | | R<------ | v v | | S: Packet sent R: Packet received
Figure 1
Figure 1 illustrates these delays. The labeled times (S and R) designate the times in which the packet is sent and received, respectively, by the network card interface.
For conversational audio, the International Telecommunication Union recommends [ITU-T_G.114] less than 150 millisecond one-way end-to-end delay for high-quality real time traffic, but delays between 150 ms and 400 ms are acceptable. When considering conversational audio it should be noted that this delay limits include jitter buffers and codec processing. For streaming audio, delay constraints are much looser, the delay should be less than 10 s [ITU-T_G.1010].
Online games comprise 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:
As remarked in [Bernier_Latency] and [Oliveira_online], different methods can be employed to combat delay in online games. The so-called “client-side prediction” has been largely used in First Person Shooters. It can be divided into “input prediction” and “dead reckoning,” where input prediction hides the latency for the client-controlled actions while dead reckoning hides the latency of other participating players.
The study [Claypool_Latency] evaluated players' performance in certain tasks, while increasing latency, and reported values at 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 reported much lower latency thresholds for unimpaired gameplay.
Other approach some studies have taken is to perform “objective measurements” [Kaiser_objective] a number of identical “bots”, i.e. virtual avatars controlled by Artificial Intelligence, are placed in the same virtual scenario and a number of parties between them are performed. If the number of parties if high enough, then the score will be the same for all the bots. Then, different network impairments (latency, jitter, packet loss) are added to one of the bots, and another set of tests is performed. The performance degradation of the network-impaired bot can then be statistically characterized.
A survey using a large number of First Person Shooter games has been carried out in [Dick_Analysis]. They state that latency about 80 ms could be considered as acceptable, since the games have been 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 less on the decision to leave the game [Henderson_QoS].
A study on Mean Opinion Score (MOS) evaluation, 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 round trip time is between 150 ms and 200 ms [Chen_HowSensitive].
While original classification work [Claypool_Latency] states that latency up to 1 second is tolerated by omnipresent games, other studies argued that only latency up to 200 ms is tolerated by players of RTS games [Cajada_RTS].
For the remote computer access services, the delays are dependent on the task performed through the remote desktop. Tasks may include operations with audio, video and data (e.g., reading, web browsing, document creation). A QoE study indicates that for audio latency below 225 ms and for data latency below 200 ms is tolerated [Dusi_Thin].
Under this category we include services for M2M metering information, streaming audio, and instant messaging. M2M metering services present a one way communication (i.e., most information travels from sensors to the central server) [Liu_M2M]. The signalling information related to M2M can also be optimized. Internet of Things application layer protocols such as CoAP RFC 7252 [RFC7252], used in Constrained RESTful Environments (CoRE)[RFC6690]. The ACK_TIMEOUT period in CoAP is set to 2 seconds. Instant messaging (despite "instant" in its name) has been categorized as data service by the ITU-T, and it has been designated with acceptable delays of up to a few seconds [ITU-T_G.1010].
We group all the results in the Table 1 indicating the maximum allowed latency and proposed multiplexing periods. Proposed multiplexing periods are guidelines, since the exact values are dependant of the existing delay in the network. It should be noted that reported tolerable latency is based on values of preferred delays, and delays in which QoE estimation is not significantly degraded. Multiplexing periods of about 1 second can be considered as sufficient for non real-time services (e.g., streaming audio).
Service | Tolerable latency (OWD) | Mux. period |
---|---|---|
Voice communication | < 150ms | < 30ms |
Omnipresent games | < 200ms | < 40ms |
First person avatar games | < 80ms | < 15ms |
Third person avatar games | < 120ms | < 25ms |
Remote desktop | < 200ms | < 40ms |
Instant messaging | < 5s | < 1s |
M2M (metering) | < 1hour | < 1s |
Jose Saldana was funded by the EU H2020 Wi-5 project (Grant Agreement no: 644262).
This memo includes no request to IANA.
No relevant security considerations have been identified
[Bernier_Latency] | Bernier, Y., "Latency Compensating Methods in Client/Server In-Game Protocol Design and Optimization", Proc. Game Developers Conference, San Jose Vol. 98033. No. 425., 2001. |
[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. |
[Kaiser_objective] | Kaiser, A., Maggiorini, D., Boussetta , K. and N. Achir, "On the Objective Evaluation of Real-Time Networked Games", Proc. IEEE Global Telecommunications Conference (GLOBECOM 2009) , 2009. |
[Liu_M2M] | Liu, R., Wu, W., Zao, H. and D. Yang, "M2M-Oriented QoS Categorization in Cellular Network", Master of Science Disertation , 2012. |
[Oliveira_online] | Oliveira, M. and T. Henderson, "What online gamers really think of the Internet?", Proceedings of the 2nd workshop on Network and system support for games (NetGames '03). ACM, New York, NY, USA pp. 185-193, 2003. |
[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. |
[TGPP_TR26.944] | , , "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] | , , "Quality of Service (QoS) concept and architecture", 3GPP TS 23.107 version 11.0.0 Release 11 , 2012. |
[Workshop] | Ford, M., "Workshop report: reducing internet latency", SIGCOMM Comput. Commun. Rev. 44, 2 (April 2014), 80-86. , 2013. |