Internet DRAFT - draft-liu-dln-use-cases

draft-liu-dln-use-cases



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. 

Status of this Memo 

   This Internet-Draft is submitted to IETF in full conformance with the 
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   This document is subject to BCP 78 and the IETF Trust's Legal 
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   (http://trustee.ietf.org/license-info) in effect on the date of 
 
 
 
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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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