[FS_Q4RTC_MED] Application scenario: Peer to Application (P2A) with split rendering
This Change Request introduces a new application scenario for the Study on QUIC-based media delivery for real-time communication (RTC) services. The contribution focuses on defining the Peer to Application (P2A) scenario with split rendering as specified in TS 26.506 and TS 26.565.
The document adds a new normative reference:
The contribution defines a split rendering architecture where:
Transmission of captured data to application server
Application Server Functions:
The scenario requires:
Two operational modes are defined:
The contribution identifies specific network support needs:
The contribution maps the P2A split rendering scenario to three specific use cases from TR 22.870:
Immersive gaming (clause 9.2): Real-time immersive gaming and XR with multi-modal inputs, remote compute-intensive rendering and AI processing, requiring secured low-latency bidirectional media delivery
XR rendering offload support (clause 9.4): Lightweight XR devices offloading rendering and processing to edge/cloud servers, requiring real-time exchange of user inputs and rendered media with tight latency constraints and network-assisted optimization
Mixed reality gaming (clause 9.9): Multiplayer MR gaming with synchronized virtual scene based on common spatial map, continuous upload of environmental data to cloud server, real-time scene updates distribution to all participants under varying mobility and network conditions
This contribution establishes a foundational application scenario for evaluating QUIC-based media delivery protocols in the context of split rendering services. It clearly defines the functional split, communication requirements, and maps to existing 6G use case requirements, providing a concrete basis for protocol evaluation and optimization work in the study item.