Low latency streaming capability for game applications

Slides:



Advertisements
Similar presentations
Submission doc.: IEEE 11-14/0xxx March 2014 Giwon Park, LG ElectronicsSlide 1 Discussion on power save mode for real time traffic Date: Authors:
Advertisements

On Waking-Up Multiple WUR Stations
MMWave Distribution Network Discovery
MMWave Distribution Network Discovery
Home use case addition proposal
Distribution network use case for consumer devices
Discussion on the Multi-band Discovery Assistance Proposal
Next Generation Home Use Case
Discussion on the Multi-band Discovery Assistance Proposal
Home use case addition proposal
Distribution network use case for consumer devices
Discussion on the Multi-band Discovery Assistance Proposal
Next Generation Home Use Case
MMWave Distribution Network Discovery
Discovery Assistance for ay
Multi-band Discovery Assistance
Multi-band Discovery Assistance
Discovery Assistance for ay
TDD-SP Coexistence Date: September 2016
Extremely High Throughput (EHT) – Way forward
Multi-band Discovery Assistance for ay (CR on CID 1771)
EHT SG formation Motion
Thoughts on RTA Development
Discussion on EHT PAR Construction
Old and new latency requirements
Discussion on Target Use Cases of RTA
Thoughts on RTA Development
Thoughts on RTA Development
Thoughts on RTA Development
Internal Automotive Use Cases
Old and new latency requirements
Thoughts on RTA Development
Old and new latency requirements
Thoughts on RTA Development
Thoughts on RTA Development
Extremely High Throughput (EHT) – Way forward
Thoughts on RTA development
Packet Prioritization Issues
Additional game use case over WLAN
Drone Use Case Followup
Proposed resolution of CID 3518
Proposed resolution of CID 3518
Proposed resolution of CID 3518
Multi-band Discovery Assistance for ay (CR on CID 1771)
Discovery Assistance for ay
LAN Switching and Wireless – Chapter 2
How RTA can fit to Date: September 2016
TDD-SP Coexistence Date: September 2016
RTA report summary Date: Authors: Jan 2019
Old and new latency requirements
Discussion on Target Use Cases of RTA
Drone Use Case Followup
IEEE MEDIA INDEPENDENT SERVICES DCN:
Enabling STA to STA communication
Video Data Rate for HEW Date: Authors: July 2013 Sehee Han
IEEE MEDIA INDEPENDENT SERVICES DCN:
11be Peak Data Rate Analysis
Experiments on Wireless VR for EHT
EHT Use Case Discussion: VR Requirement Follow Up
Proposed resolution of CID 3518
Discussion on Target Applications of RTA
EHT SG formation Motion
Packet Prioritization Issues follow-up
Multi-band comments resolution
RTA report summary Date: Authors: Jan 2019
Video Application Categories and Characteristics
Multi-band/Multi-channel Operation for Low Latency and Jitter
Use of Uplink Persistent Allocation for RTA
Performance evaluation of deterministic service for EHT
Use of Uplink Persistent Allocation for RTA
Presentation transcript:

Low latency streaming capability for game applications September 2016 doc.: IEEE 802.11-16/XXXXr0 Low latency streaming capability for game applications Date: 2019-03-12 Name Affiliation Address Phone Email Kazuyuki Sakoda Sony 1730 N. First Street, San Jose CA 95112 kazuyuki.sakoda(at)sony.com William Carney William.Carney(at)sony.com

Introduction RTA TIG walked through low latency applications Game is a primary application of RTA At this point in time, most of the game application focus on command transmission between game client and game server [1][2] However there are growing interest in “Video streaming for games” in the game industry [3] This presentation explains what the “Video streaming for games” is and expected KPI for the application

Recap: Real-time mobile gaming [1], [4] Abstract model of the Real-time Mobile Gaming is as follows: Game server generate commands to Game Client Game Client renders picture based on the commands from the Game Server Game Client sends back commands from the game user to the Game Sever Internet Game Server AP Game Client

Recap: Real-time mobile gaming [1], [3] Abstract model of the Real-time Mobile Gaming is as follows: Total Bandwidth: 100kbps~1Mbps E2E latency: < 100msec Latency: < 10msec Internet Game Server AP Game Client Latency: < 10msec

Cloud stream gaming This is a variant of the cloud gaming Game console itself is located on the cloud (Game Server), and the video pictures are streamed to Game Clients Currently requires >5Mbps @720p HD with compression Requirements for 802.11 should consider higher quality video and eventual migration to UHD Required forward link bandwidth > 160Mbps [4] Internet Game Server AP Game Client

Cloud stream gaming This is a variant of the cloud gaming Game console itself is located on the cloud (Game Server), and the video pictures are streamed to Game Clients Currently requires >5Mbps @720p HD with compression Requirements for 802.11 should consider higher quality video and eventual migration to UHD Required forward link bandwidth > 160Mbps [4] Bandwidth: >160Mbps E2E latency: < 100msec Latency: < 10msec Internet Game Server AP Game Client Latency: < 10msec

Remote play gaming This is another type of wireless gaming, variant of the cloud streaming leveraging video streaming Remote game console hosts the game and contents are streamed to Game Clients Currently requires >5Mbps @720p HD Requirements for 802.11 should consider higher quality video and eventual migration to UHD Internet Game Console AP AP Game Client

Remote play gaming This is another type of wireless gaming, variant of the cloud streaming leveraging video streaming Remote game console hosts the game and contents are streamed to Game Clients Currently requires >5Mbps @720p HD Requirements for 802.11 should consider higher quality video and eventual migration to UHD Bandwidth: >160Mbps E2E Latency: < 100msec Latency: < 10msec Latency: < 10msec Internet Game Console AP AP Game Client Latency: < 10msec Latency: < 10msec Bandwidth: ~100kbps E2E Latency: < 100msec

Summary Some gaming application uses video streaming when delivering picture to the client These gaming application have similar requirement to what are described in [1] and [2], in terms of latency, data flow rate, and frame loss ratio on reverse link These gaming application requires higher bandwidth on forward link reaching several hundreds of Mbps, as it uses streaming which also requires low latency capability

Strawpoll (1) Do you think it is reasonable for EHT to consider streaming game as a part of the target use case? Yes: No: Abstain:

References [1] 11-18/1234r0, “Real-time Mobile Game vs Wi-Fi,” Kate Meng [2] 11-18/1449r0, “Real-time Console Game Network Profile,” Karthik Iyer, et. al. [3] 11-19/111r0, “Additional game use case over WLAN,” Kazuyuki Sakoda, et.al. [4] 11-18/2009rx, “IEEE 802.11 Real Time Applications TIG Report,” Kate Meng