LS on Traffic Model for Immersive Communication
Document Information
- Source: Huawei Hisilicon (SA WG4 to be)
- To: RAN WG1
- Response to: R1-2509596/S4-260013
- Release: Rel-20
- Work Item: FS_6G_MED
Overall Description
SA4 provides a response to RAN1's LS regarding traffic models for immersive communications, drawing on previous study work and ongoing investigations.
Main Technical Contributions
Historical Context from 5G Studies
TR 26.955 - 5G Video Codec Study
- Immersive Gaming Scenarios (Clause 7.3.3):
- Evaluated rate points between 20 Mbit to 100 Mbit for highest quality sequences
- Target scenario: 4K + HDR at 120 fps
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No values above 100 Mbit reported in the study
-
Frame Rate Considerations (Table 6.6.3.7-1):
- Frame rates of 90 fps and 120 fps considered for online gaming
-
Aligns with proposed model updates from RAN1
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Industry Deployment Reference:
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Current gaming services (e.g., GeForce Now) require approximately 50 Mbit+
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5G Uplink Limitations:
- High quality uplink scenario (4K + HDR) was not considered due to limited uplink bandwidth
- SA4 developed coding profiles for downlink applications (5G media streaming, immersive gaming)
Uplink Scenario Considerations
Real-Time Uplink Characteristics
3D and Immersive Formats
TR 26.956 - Emerging 3D Formats
Ongoing Studies
- Gaussian Splat-Based Imaging:
- Currently under study in SA4
- Could result in:
- Different frame rates
- Potentially (much) larger bit-rates
Future Work in FS_6G_MED
- Study just started in SA4
- Uplink video scenario not yet studied
- Expected investigation areas:
- High quality uplink cases based on SA WG1 use cases
- Derivation of corresponding requirements for uplink video
- Building on earlier 5G downlink results
Actions
To RAN WG1:
SA4 respectfully requests RAN WG1 to take this information into account.
Key Technical Takeaways
- Bit-rate Range Alignment: SA4's previous studies support the 20-100 Mbit range proposed by RAN1 for immersive communications
- Uplink-Downlink Asymmetry: Uplink scenarios expected to require higher bit-rates within the range due to encoder constraints
- Format Evolution: Emerging 3D formats (point clouds, Gaussian splats) may require significantly higher bit-rates than traditional 2D video
- Frame Rate Considerations: High frame rates (90-120 fps) already considered in 5G studies, with adaptive mechanisms expected in uplink scenarios