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<!--JS modifies the tittle-->
<rfc category="info" docName="draft-suznjevic-tsvwg-delay-limits-00" ipr="trust200811">

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  <!-- ***** FRONT MATTER ***** -->

  <front>
    <!-- The abbreviated title is used in the page header - it is only necessary if the 
         full title is longer than 39 characters -->

    <title abbrev="Delay Limits Real-Time">Delay Limits for Real-Time Services</title>

    <!-- add 'role="editor"' below for the editors if appropriate -->

    <!-- Another author who claims to be an editor -->

	
	<author fullname="Mirko Suznjevic" initials="M." surname="Suznjevic">
      <organization>University of Zagreb</organization>
      <address>
        <postal>
          <street>Faculty of Electrical Engineering and Computing, Unska 3</street>
          <!-- Reorder these if your country does things differently -->
          <city>Zagreb</city>
          <region></region>
          <code>10000</code>
          <country>Croatia</country>
        </postal>
        <phone>+385 1 6129 755</phone>
        <email>mirko.suznjevic@fer.hr</email>
        <!-- uri and facsimile elements may also be added -->
      </address>
    </author>  
	
    <author fullname="Jose Saldana" initials="J." surname="Saldana">
      <organization>University of Zaragoza</organization>
      <address>
        <postal>
          <street>Dpt. IEC Ada Byron Building</street>
          <!-- Reorder these if your country does things differently -->
          <city>Zaragoza</city>
          <region></region>
          <code>50018</code>
          <country>Spain</country>
        </postal>
        <phone>+34 976 762 698</phone>
        <email>jsaldana@unizar.es</email>
        <!-- uri and facsimile elements may also be added -->
      </address>
    </author>
       
    


    <date month="June" year="2016" />

    <!-- If the month and year are both specified and are the current ones, xml2rfc will fill 
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    <!-- Meta-data Declarations -->

    <area>Transport</area>

    <workgroup>Transport Area Working Group</workgroup>

    <!-- WG name at the upperleft corner of the doc,
         IETF is fine for individual submissions.  
	 If this element is not present, the default is "Network Working Group",
         which is used by the RFC Editor as a nod to the history of the IETF. -->

    <keyword>Real-Time</keyword>
    <keyword>delay limit</keyword>
    <keyword>latency limit</keyword>
    <!-- Keywords will be incorporated into HTML output
         files in a meta tag but they have no effect on text or nroff
         output. If you submit your draft to the RFC Editor, the
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    <abstract>
    
        <t>Network delay is one of the main factors which can degrade the 
        Quality of Experience (QoE) of the users of network services.
        This document surveys a set of recommendations about the maximum latency tolerated by the users
        of delay-constrained services. Some recommendations already exist for 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 finally provided.</t>
    </abstract>
  </front>

  <middle>
    <section title="Introduction">
        <t>The "Workshop on Reducing Internet Latency" <xref target="Workshop"></xref>, sponsored by 
        the Internet Society and some research projects in 2013, 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."</t>
        
        <t>Network delay is one of the main factors which can degrade the 
      	Quality of Experience (QoE) of network services  <xref target="RFC6390"></xref>
      	<xref target="TGPP_TR26.944"></xref>. 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 
        <xref target="IEEE.802-11N.2009"></xref>, 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.</t>
                    
        <t>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 <xref target="ITU-T_G.114"></xref>,
        but emerging services as e.g. online gaming, have different requirements, which may also vary with the game genre.</t>
	
        <section title="Requirements Language">
            <t>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 <xref
            target="RFC2119">RFC 2119</xref>. </t>
        </section>
	</section>
	  
	<section title="Considered services">

		<section title="Real-time services">
			<t> Under the term "real-time network services" we consider both
			conversational and streaming service classes as defined
			in <xref target="TGPP_TS"></xref>. 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.</t>

			<t>We identify the following real-time network services, as those with the most stringent
            real-time constraints:</t>
			
			<t><list style="symbols">
			<t>Voice over IP </t>
    		<t>Online games</t>
    		<t>Remote desktop services</t>   
			</list></t>
		</section>

		<section title="Non real-time services">
			<t>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
			<xref target="ITU-T_G.1010"></xref>.</t>
            
            <t>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 <xref target="Liu_M2M"></xref>.</t>
		</section>
		
	</section>
	 
	<section title="Definitions">
		<t>The three network impairments normally considered in the studies related to 
        subjective quality in delay-constrained services are:</t>
		
		<t><list style="symbols">
			<t>delay - can be reported as one-way-delay (OWD) <xref target="RFC2679"></xref> and 
            two-way-delay (Round Trip Time) <xref target="RFC2681"></xref>. In this document, 
            under the term "latency," one-way end-to-end delay is considered.</t>
			
            <t>delay variation - which is a statistical variance of the data packet inter-arrival 
            time, in other words the variation of the delay as defined in <xref target="RFC3393"></xref>. </t>
			
            <t>packet loss - more important for certain services, while other include very good 
            algorithms for concealing it (e.g. some game genres receive accumulative updates, so
            packet loss is not important).</t>
		</list></t>
		
		<t>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 <xref target="TGPP_TR26.944"></xref>. The  overall delay may 
        be calculated according to the ITU-T Y.1541 recommendation <xref target="ITU-T_Y.1541"></xref>.</t> 
	
		<t><list style="symbols">
			<t>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." 
      Thus, it includes the transmission delay (the amount of time Host1 requires to push 
      all of the packet's bits into the wire) and the propagation delay in the network 
      (the amount of time it takes for the head of the packet to travel from Host1 to Host2).</t>
            
			<t>Transaction delay - the sum of the time for a data packet to wait in queue and receive 
      the service during the server transaction.</t>
		</list></t>

		
		<figure align="center" anchor="delays_no_mux">
        	<preamble></preamble>

        	<artwork align="center"><![CDATA[
+-----------+                          +-----------+
|   Host1   |                          |   Host 2  | 
+-----------+                          +-----------+
       S-------                                   |   ^       ^
       |       -------                            |   |       |
       |              -------                     |transfer   |
       |                     -------              |   |       |
       |                            -------       |   v       |
       |                                   ------>R   ^       |
       |                                          |   |       |
       |                                          |transac. total RTT
       |                                          |   |       |
       |                                   -------S   v       |
       |                            -------       |   ^       |
       |                     -------              |   |       |
       |              -------                     |transfer   |
       |       -------                            |   |       |
       R<------                                   |   v       v
       |                                          |
                    S: Packet sent
                    R: Packet received           ]]></artwork>
        	<postamble></postamble>
      	</figure>

		<t><xref target="delays_no_mux"></xref> illustrates these delays. The labeled times (S and R) 
        designate the times in which the 
		packet is sent and received, respectively, by the network interface.</t>
    </section>
        
	<section title="Delay recommendations">
		<section title="VoIP">
			<t>For conversational audio, the International Telecommunication Union recommends <xref target="ITU-T_G.114"></xref>  
			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 still 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, so the delay should be less than 10 s
			<xref target="ITU-T_G.1010"></xref>.</t>
		</section>
		
		<section title="Online games">
			<t>Online games comprise game genres which have different latency requirements. This document focuses on real-time 
			online games and endorses the general game categorization proposed in <xref target="Claypool_Latency"></xref> in which 
			online games have been divided into:</t>
		
			<t><list style="symbols">	
				<t>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.</t>
	
				<t>Third Person Avatar, with the threshold of acceptable latency of 500 ms. These games include Role Playing Games (RPG) and Massively
				Multiplayer Online Role-Playing Games (MMORPG).</t>
	
				<t>First Person Avatar, in which threshold of acceptable latency is 100 ms. The most popular subgenre of them are First Person
				Shooters, such as "Call of Duty" or "Halo" series.</t>
			</list></t>
		
			<t>As remarked in <xref target="Bernier_Latency"></xref> and <xref target="Oliveira_online"></xref>, 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.</t>
			
			<t>The study <xref target="Claypool_Latency"></xref> 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.</t>
			
			<t>Other approach some studies have taken is to perform “objective measurements” <xref target="Kaiser_objective"></xref> 
			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. </t>
			
			<t>A survey using a large number of First Person Shooter games has been carried out in <xref target="Dick_Analysis"></xref>.
			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 <xref target="Henderson_QoS"></xref>.</t>
		
			<t>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 <xref target="Ries_QoEMMORPG"></xref>. 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 <xref target="Chen_HowSensitive"></xref>.</t>
		
			<t>While original classification work <xref target="Claypool_Latency"></xref> 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 <xref target="Cajada_RTS"></xref>.</t>
		</section>
	
		<section title="Remote desktop access">	
			<t>	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 <xref target="Dusi_Thin"></xref>. </t>		
		</section>
	
		<section title="Non real-time service">	
			<t>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) <xref target="Liu_M2M"></xref>. The signalling information 
            related to M2M can also be optimized. Internet of Things application layer protocols such as CoAP 
			<xref target="RFC7252"></xref>, used in Constrained RESTful Environments (CoRE)<xref target="RFC6690"></xref>.
            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 <xref target="ITU-T_G.1010"></xref>. </t>
		</section>
	
		<section title="Summary">	
			<t> We group all the results in <xref target="final_recommendations"></xref> 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).</t>
	
        <texttable anchor="final_recommendations" title="Final recommendations">
          <preamble></preamble>
          <ttcol align="center">Service</ttcol>
          <ttcol align="center">Tolerable latency (OWD) </ttcol>
		  <ttcol align="center">Mux. period</ttcol>
          <c>Voice communication</c>
          <c>&lt; 150ms</c>
		  <c>&lt; 30ms</c>
          <c>Omnipresent games</c>
          <c>&lt; 200ms</c>
		  <c>&lt; 40ms</c>
          <c>First person avatar games</c>
          <c>&lt; 80ms</c>
		  <c>&lt; 15ms</c>
          <c>Third person avatar games</c>
          <c>&lt; 120ms</c>
		  <c>&lt; 25ms</c>
          <c>Remote desktop</c>
          <c>&lt; 200ms</c>
		  <c>&lt; 40ms</c>
		  <c>Instant messaging</c>
          <c>&lt; 5s</c>
		  <c>&lt; 1s</c>
		  <c>M2M (metering)</c>
          <c>&lt; 1hour</c>
		  <c>&lt; 1s</c>
          <postamble></postamble>
        </texttable>
	</section>
	</section>
	 
	 <!-- JS adds this section. It is compulsory-->
	 <section anchor="Acknowledgements" title="Acknowledgements">
         <t>
             Jose Saldana was funded by the
             EU H2020 Wi-5 project (Grant Agreement no: 644262).
         </t>

     </section>

     <!-- Possibly a 'Contributors' section ... -->

     <section anchor="IANA" title="IANA Considerations">
      <t>This memo includes no request to IANA.</t>

     </section>
	 <section anchor="Security" title="Security Considerations">
      <t>No relevant security considerations have been identified</t>
     </section>


	 </middle> 
    <back>
    <references title="Normative References">
	
	<!--JS COMMENTS THIS: This bibliography was used to gather most of the information in the
	sections above as well as for general reference. -->
      &RFC2119;
      &RFC7252;
	  
	  <reference anchor="ITU-T_G.114" target="">
        <front>
          <title>ITU-T  Recommendation  G.114 One-way transmission time</title>
          <author>
            <organization>ITU-T</organization>
          </author>
		  <date year="2003" />
        </front>
        <seriesInfo name="ITU" value="G.114" />
      </reference>  
	  
  <reference anchor="RFC2681" target="">
        <front>
          <title> A Round-trip Delay Metric for IPPM</title>
          <author initials="G." surname="Almes">
            <organization></organization>
          </author>
		  <author initials="S." surname="Kalidindi">
            <organization></organization>
          </author>
		  <author initials="M." surname="Zekauskas">
            <organization></organization>
          </author>
 		  <date year="September 1999" />
        </front>
        <seriesInfo name="RFC" value="2681" />
      </reference>
	  
	   <reference anchor="RFC3393" target="">
        <front>
          <title>IP Packet Delay Variation Metric
                   for IP Performance Metrics (IPPM) </title>
          <author initials="C." surname="Demichelis">
            <organization>Telecomitalia Lab</organization>
          </author>
		  <author initials="S." surname="Chimento">
            <organization></organization>
          </author>
		  <author initials="P." surname="Zekauskas">
            <organization>Ericsson IPI</organization>
          </author>
 		  <date year="November  2002" />
        </front>
        <seriesInfo name="RFC" value="3393" />
      </reference>

	      <reference anchor="RFC2679" target="">
        <front>
          <title> A One-way Delay Metric for IPPM</title>
          <author initials="G." surname="Almes">
            <organization></organization>
          </author>
		  <author initials="S." surname="Kalidindi">
            <organization></organization>
          </author>
		  <author initials="M." surname="Zekauskas">
            <organization></organization>
          </author>
 		  <date year="September 1999" />
        </front>
        <seriesInfo name="RFC" value="2679" />
      </reference>
	  
	    <reference anchor="RFC6390" target="">
        <front>
          <title>Guidelines for Considering New Performance Metric Development</title>
          <author initials="A." surname="Clark">
            <organization>Telchemy Incorporated</organization>
          </author>
		  <author initials="B." surname="Claise">
            <organization>Cisco Systems, Inc.</organization>
          </author>
		  <date year="October  2011" />
        </front>
        <seriesInfo name="RFC" value="6390" />
      </reference>
	  
	  <reference anchor="RFC6690" target="">
        <front>
          <title>Constrained RESTful Environments (CoRE) Link Format</title>
          <author initials="Z." surname="Shelby">
            <organization>Sensinode</organization>
          </author>
		   <date year="August  2012" />
        </front>
        <seriesInfo name="RFC" value="6690" />
      </reference>
	  
  <reference anchor="ITU-T_G.1010" target="">
        <front>
          <title> End-user multimedia QoS categories </title> 
          <author initials="" surname="">
            <organization>International Telecommunication Union-Telecommunication</organization>
          </author>
		  <date year="2001" />
     
        </front>
        <seriesInfo name="SERIES G: TRANSMISSION SYSTEMS AND MEDIA, 
DIGITAL SYSTEMS AND NETWORKS; Quality of service and performance" value="" />
      </reference>
  
    <reference anchor="ITU-T_Y.1541" target="">
        <front>
          <title>; Network performance objectives for IP-based 
services </title> 
          <author initials="" surname="">
            <organization>International Telecommunication Union-Telecommunication</organization>
          </author>
		  <date year="2011" />
             </front>
        <seriesInfo name="SERIES Y: GLOBAL INFORMATION 
INFRASTRUCTURE, INTERNET PROTOCOL ASPECTS 
AND NEXT-GENERATION NETWORKS;
Internet protocol aspects – Quality of service and network 
performance" value="" />
      </reference>
 
        
    <reference anchor="IEEE.802-11N.2009" target="http://standards.ieee.org/getieee802/download/802.11n-2009.pdf">
        <front>
            <title>
            Information technology - Telecommunications and information exchange between systems - Local and metropolitan area networks - Specific requirements - Part 11: Wireless LAN Medium Access Control (MAC) and Physical Layer (PHY) specifications - Amendment 5: Enhancements for higher throughput
            </title>
            <author>
            <organization/>
            </author>
            <date month="Oct" year="2009"/>
        </front>
        <seriesInfo name="IEEE" value="Standard 802.11n"/>
    </reference>

    </references>


    <references title="Informative References">
      <!-- Here we use entities that we defined at the beginning. -->
	  
	  <reference anchor="Bernier_Latency" target="">
        <front>
          <title>Latency Compensating Methods in Client/Server In-Game Protocol Design and Optimization</title>
          <author initials="Y." surname="Bernier">
            <organization>Valve</organization>
          </author>
          <date year="2001" />          
        </front>
        <seriesInfo  name="Proc. Game Developers Conference, San Jose" value="Vol. 98033. No. 425." />
      </reference>
	  
      <reference anchor="Cajada_RTS" target="">
        <front>
          <title>VFC-RTS: Vector-Field Consistency para Real-Time-Strategy Multiplayer Games</title>
          <author initials="M." surname="Cajada">
            <organization>Instituto Superior Tecnico, Technical University Lisboa</organization>
          </author>
		  <date year="2012" />
        </front>
        <seriesInfo name="Master of Science Disertation" value="" />
      </reference>

      <reference anchor="Chen_HowSensitive" target="">
        <front>
          <title>How sensitive are online gamers to network quality?</title>
          <author initials="K.-T." surname="Chen">
            <organization></organization>
          </author>
          <author initials="P." surname="Huang">
            <organization></organization>
          </author>
          <author initials="L." surname="Chin-Luang">
            <organization></organization>
          </author>
		  <date year="2006" />
        </front>
        <seriesInfo name="Communications of the ACM" value="49" />
      </reference>

	  <reference anchor="Claypool_Latency" target="">
        <front>
          <title>Latency and player actions in online games</title>
          <author initials="M." surname="Claypool">
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    <!-- Change Log

v00 2006-03-15  EBD   Initial version

v01 2006-04-03  EBD   Moved PI location back to position 1 -
                      v3.1 of XMLmind is better with them at this location.
v02 2007-03-07  AH    removed extraneous nested_list attribute,
                      other minor corrections
v03 2007-03-09  EBD   Added comments on null IANA sections and fixed heading capitalization.
                      Modified comments around figure to reflect non-implementation of
                      figure indent control.  Put in reference using anchor="DOMINATION".
                      Fixed up the date specification comments to reflect current truth.
v04 2007-03-09 AH     Major changes: shortened discussion of PIs,
                      added discussion of rfc include.
v05 2007-03-10 EBD    Added preamble to C program example to tell about ABNF and alternative 
                      images. Removed meta-characters from comments (causes problems).  -->
  </back>
</rfc>