NNSquad - Network Neutrality Squad
[ NNSquad ] Re: The myth of isochronous and the risk of baking-in the past
I hope that this is the ends the
“discussion” on the isochronous Internet. There are too many errors
here to make a reply meaningful. I’m still waiting for George to respond
to http://frankston.com/?n=DarnInternet
in order to demonstrate some understanding of the Internet. Perhaps the most fundamental
problem is an inability to understand that the Internet itself is a peer to
peer architecture and all P2P is is a rediscovery the basic nature of the Internet
that got lost in the business model of the web and in the expedient use of TCP
even when it wasn’t the best architectural choice for many applications. The arguments defy logic –
how do we get from discussing the Internet as a video distribution system to arguing
that it must now become a high performance video conferencing system? And games
are not P2P? If P2P is so bad why this emphasis on naïve implementations of twitch
games which require extremely low latency – beyond anything that bit
torrent and others would dare expect. And now George wants to both ban P2P and
require it? There are so many errors and so
much misunderstanding I don’t see how we communicate. Jitter and latency
are related but completely different. But again, this is all about presuming
the purpose of the network and making promises. There is no understanding of
creating opportunity and driving a dynamic – it’s like a blind man
defending the idea that an elephant is like a fan or a like a snake. From:
nnsquad-bounces+nnsquad=bobf.frankston.com@nnsquad.org
[mailto:nnsquad-bounces+nnsquad=bobf.frankston.com@nnsquad.org] On Behalf Of
George Ou Bob, Let’s come back to the
real world. Here are the facts. P2P (even 10% of capacity)
induces massive jitter on the order of 50 milliseconds to 1000+ milliseconds on
the broadband segment. Based on my tests, higher P2P utilization causes
more frequent spikes in packet delay and lower P2P utilization causes lower
frequency but often the same amplitude in delay which is still very
problematic. This makes gaming, VoIP, IPTV, video conferencing, or any
other isochronous real-time application unbearable. We can use jitter adaptation
techniques on VoIP and video conferencing to minimize packet discards, but it
is severely limited in how much jitter it can mitigate and there are tradeoffs
even when the jitter adaptation works. If you adapt the buffer to 200
milliseconds just for the occasional spike in packet delay due to jitter,
you’re causing the base latency to rise 200 milliseconds which gets
tacked on to the 20 ms packetization delay and the network latency which could
be as high as 200 ms when doing intercontinental calls. 400 ms lag time
between the time you say something and the time you hear something back is not
a desirable way to make a phone call. Now what happens when the jitter
goes up to 1000+ ms? Are you going to jack up the base latency 1000
milliseconds or just discard those packets? I suppose you could, but that
wouldn’t be what people expect from a phone call, their television
service, their video call, their online game. I don’t want to just
“absorb” the jitter. I can, but I won’t.
We’re not talking about playing online chess where the delay could
be one minute long for all I care; we’re talking about a game of human
reaction times to see who can virtually kill their opponent. Now the solution is to simply
fix it in the network with multiple transmit queues or we can insist on the
end-to-end dumb pipe dogma (not to be confused with the end-to-end arguments)
and give people a crappy experience. As someone who uses P2P, VoIP, video
communications, and online gaming, I prefer using the intelligent network to
make the network more efficient. Without it, I and everyone else I know
simply shut P2P off during the day which ultimately harms the health of P2P
because I’m no longer seeding. I’d rather not make idiotic
compromises by insisting on a dumb network to satisfy someone’s
delusional concept of what the Internet is supposed to be. George Ou From:
nnsquad-bounces+george_ou=lanarchitect.net@nnsquad.org
[mailto:nnsquad-bounces+george_ou=lanarchitect.net@nnsquad.org] On Behalf Of
Bob Frankston We keep getting told that P2P
traffic interferes with isochronous IPTV. Why this concern with
isochronous (and its cousin QoS)? It misses the point of the Internet which is
about learning to take advantage of opportunity. Isochronous was an issue in
the early days of analog signaling when we had systems that barely worked and there
wasn’t even the concept of buffering. Today if you switch between an SD
and an HD stream (AKA channel) on a cable system you’ll notice many
seconds of difference between the two – we don’t really care. We
also have the infamous “7-second” delay in US which is scared of
dirty words. So why not just have a buffer to
absorb any jitter? In face now we have now protocols like SVC that are adaptive and will
adjust the number of bits needed depending upon the capacity available so that
you can fill the buffer and/or show more content or apply whatever clever
approaches you are thinking of. I notice that if I turn away from
a stream on my Verizon FiOS connection and go back to it after a short time it
will catch-up from where I left off! Clever – I presume it uses a simple
algorithm to speed up the stream without any perceptual difference. Such
techniques are not uncommon – you don’t notice them. You’d think isochronous
would be vital in sports but the US did fine with a 12 hour buffer when the
Olympics was held in Sydney. We don’t depend on millisecond timing for
watching sports – you don’t notice existing compression delays. I argue that isochronous (and QoS)
killed IEEE-1394 (AKA Firewire) by restricting it’s reach and
over-defining the solution. It didn’t help that it was a silo with
application protocols included. IEEE-1394 may be a good example of risk in the
attitude that we know what the applications are and should bake them into the
network. The focus on Isochronous IPTV is
problematic. It posits that we must design networks within the limitations of
television circa 1940. It also presumes that the purpose of the network is
television. As I explain in http://rmf.vc/?n=IAC
that attitude is simply an artifact of the fact we discovered that if you
repurpose a video distribution network you find it’s good for video
distribution. Instead we need to recognize that
video distribution can be very tolerant of network behavior. With a little
buffering we can stream in real time but as network capacity increases we can
send the data faster than real time and have an arbitrary amount of buffering
available. There are many ways to make video available depending on what tradeoffs
you choose to make. As drive capacity goes to terabytes buffering becomes the
norm. In fact, FiOS seems to buffer content “just in case” on their
DVRs. The best way to make this process
fail is to fixate on isochronous and bake the past into the network
architecture. Alas, just as we discovered that if you repurpose a broadcast
network you find video distribution is its purpose – if you repurpose
companies whose business is selling video distribution you get the misguided
notion that the purpose of a network provider is to provide the same old
services. Let’s not forget video is
just another app – it works better with more speed but if we restrict
ourselves to video we won’t get other vital services. Time to move on from network
services to creating opportunity. |