Tech-
invite
3GPP
space
IETF
space
21
22
23
24
25
26
27
28
29
31
32
33
34
35
36
37
38
4‑5x
Content for
TR 26.925
Word version: 18.1.0
0…
2…
2
References
3
Definitions of terms, symbols and abbreviations
4
Media centric Third-Party and Operator services
5
Typical current deployment characteristics
6
Overview on technological developments for existing and emerging services
7
Characteristics and requirements for different media services on 3GPP networks
8
Applicability of existing 5Qis
A
Background information on cloud gaming
$
Change history
2
References
p. 7
3
Definitions of terms, symbols and abbreviations
p. 9
3.1
Terms
p. 9
3.2
Symbols
p. 9
3.3
Abbreviations
p. 10
4
Media centric Third-Party and Operator services
p. 10
4.1
A/V Streaming - Enhanced TV
p. 10
4.2
VR 360° Streaming
p. 10
4.3
Conversational Multimedia Telephony and Telepresence
p. 10
4.4
Live uplink A/V streaming
p. 10
4.5
Cloud gaming
p. 10
4.6
XR Media Services
p. 10
5
Typical current deployment characteristics
p. 11
5.1
Typical streaming/broadcast video and audio bitrates
p. 11
5.2
Typical streaming/broadcast 360 VR bitrates
p. 11
5.3
Typical conversational speech/audio and video bitrates
p. 12
5.4
Typical uplink A/V streaming of A/V, including 360 VR content
p. 12
5.4.1
Professional production content bitrates
p. 12
5.4.2
Live uplink contribution professional content bitrates
p. 13
5.4.3
User generated content
p. 14
5.5
Typical Traffic Characteristics for Cloud gaming
p. 14
5.6
XR Traffic Characteristics
p. 15
6
Overview on technological developments for existing and emerging services
p. 16
6.1
Technology Developments
p. 16
6.1.1
Overview
p. 16
6.1.2
Compression Improvements
p. 16
6.1.3
New Media Formats
p. 18
6.1.4
Protocol Improvements
p. 19
6.1.5
Impact on Media Services
p. 20
7
Characteristics and requirements for different media services on 3GPP networks
p. 20
7.1
Introduction
p. 20
7.2
Collection process for requirements for different media services on 3GPP networks
p. 21
7.3
Summary of Responses for Streaming Services
p. 23
7.3.1
Introduction
p. 23
7.3.2
Used Technologies
p. 23
7.3.2.1
Codecs
p. 23
7.3.2.2
Media types and formats
p. 23
7.3.2.3
Media protocols and containers
p. 24
7.3.2.4
Transport protocols
p. 24
7.3.2.5
Clients
p. 24
7.3.2.6
Other Technologies
p. 24
7.3.3
Traffic Characteristics
p. 24
7.3.3.1
Bitrate Characteristics
p. 24
7.3.3.2
Other KPIs
p. 24
7.3.3.3
Potential mapping to 5QIs
p. 24
8
Applicability of existing 5Qis
p. 25
8.1
QoS Model
p. 25
8.1.1
Overview
p. 25
8.1.2
5G QoS Parameters
p. 26
8.1.3
5G QoS Characteristics
p. 26
8.1.4
Standardized 5QI to QoS characteristics mapping
p. 27
8.1.5
Considerations for Media Services
p. 29
8.1.5.1
General
p. 29
8.1.5.2
Expected TCP/IP Performance for non-GBR
p. 29
8.1.5.3
Bitrate considerations for GBR services
p. 30
8.1.5.4
Relevant Parameters for Media Services
p. 30
A
Background information on cloud gaming
p. 31
$
Change history
p. 32