Additional game use case over WLAN

Slides:



Advertisements
Similar presentations
Doc.: IEEE /0537r0 Submission May 2010 Kazuyuki Sakoda, Sony CorporationSlide 1 General frame format comment resolution overview Date:
Advertisements

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
Triggering the Broadcast Probe Response
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
Fast Session Transfer Date: Authors: May 2010 March 2010
Collaboration between 2.4/5 and 60 GHz
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
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
RTA TIG Closing Report Date: Authors: November 2018
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
Low latency streaming capability for game applications
Differentiated Association Service Provisioning in WiFi Networks
IEEE MEDIA INDEPENDENT SERVICES DCN:
Triggering the Broadcast Probe Response
Experiments on Wireless VR for EHT
Proposed Addition to Evaluation Methodology
Fast Session Transfer Date: Authors: May 2010 March 2010
Proposed resolution of CID 3518
Discussion on Target Applications of RTA
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
Performance evaluation of deterministic service for EHT
Presentation transcript:

Additional game use case over WLAN September 2016 doc.: IEEE 802.11-16/XXXXr0 Additional game use case over WLAN Date: 2019-01-15 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 Game is a primary application of RTA Real-time mobile gaming and Wireless console gaming are introduced to the group [1][2] This presentation introduces additional variants of these game application which requires low latency capability

Recap: Real-time mobile gaming [1], [3] Abstract model of the Real-time Mobile Gaming is as follows: 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 Requires >5Mbps @720p HD Requirements for RTA should consider eventual migration to UHD 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 Requires >5Mbps @720p HD Requirements for RTA should consider eventual migration to UHD Bandwidth: >5Mbps E2E latency: < 100msec Latency: < 10msec Internet Game Server AP Game Client Latency: < 10msec Bandwidth: ~100kbps E2E latency: < 100msec

Recap: Wireless Console Gaming [2], [3] Abstract model of a Wireless Console Gaming is as follows: Internet Game Server AP Game Console Internet Game Console AP AP Game Console

Recap: Wireless Console Gaming [2], [3] Abstract model of a Wireless Console Gaming is as follows: Bandwidth: 8~28kbps E2E Latency: < 100msec?? Latency: < 10msec Latency: < 10msec Internet Game Server AP AP Game Console Latency: < 10msec Latency: < 10msec Bandwidth: 45~70kbps E2E Latency: < 100msec??

Remote play gaming This is another type of wireless gaming, variant of the cloud streaming Similar to a type of Wireless Console Gaming but streaming is used instead of command transfer Requires >5Mbps @720p HD Requirements for RTA should consider 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 Similar to a type of Wireless Console Gaming but streaming is used instead of command transfer Requires >5Mbps @720p HD Requirements for RTA should consider eventual migration to UHD Bandwidth: >5Mbps 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, and frame loss ratio on reverse link These gaming application requires higher bandwidth on forward link >5Mbps, as it uses streaming which also requires low latency capability

Suggested action Include the following requirements to the target spec: Reverse link: Bandwidth: ~100kbps End-to-End Latency: < 100msec Intra-BSS Latency: <10msec Amend RTA report to include these use case by either: Add streaming type of game to the real-time gaming section, or Add gaming flavor of the use in real-time video section Forward link: Bandwidth: >5Mbps End-to-End Latency: < 100msec Intra-BSS Latency: <10msec

Strawpoll (1) Do you think it is reasonable to include streaming game application to the RTA report? 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] 11-18/2009r0, “IEEE 802.11 Real Time Applications TIG Report,” Kate Meng

Remote play gaming This is another type of wireless gaming, variant of the cloud streaming Similar to a type of Wireless Console Gaming but streaming is used instead of command transfer Requires >5Mbps @720p HD Requirements for RTA should consider eventual migration to UHD Game Console AP Game Client