5G Service Experience-Based Network Planning Criteria: in Partnership With
5G Service Experience-Based Network Planning Criteria: in Partnership With
5G Service Experience-Based Network Planning Criteria: in Partnership With
Planning Criteria
In partnership with
Contents
Overview................................................................. 4 Cloud VR game experience–based network
planning criteria................................................... 18
In brief................................................................4
Ovum view..........................................................4 Key service features of cloud VR games.........18
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Daryl Schoolar is a practice leader of Ovum's Paul Lambert works in the Europe team at Ovum
Intelligent Networks team, specializing in the mobile as a senior analyst, focusing on the telecoms
access network and, more specifically, technology industry. He specializes in operator strategies, new
and vendor trends around 2G, 3G, 4G (LTE), and 5G. technologies, and mobile broadband best practice.
His research focuses on the radio access market With a keen interest in 4G, Paul continually
(RAN), including traditional macro base stations, evaluates the options open to operators moving to
small cells, and carrier Wi-Fi. In these areas he 4G voice and what this means in the context of OTT
closely follows LTE and 5G developments as well as players' focus on enhancing their core telephony
monitoring activities in 2G and 3G. Daryl's coverage features.
also includes vendors and technology roadmaps.
He specializes in the implications resulting from
Before joining Ovum, he was an analyst at Current eSIM and the evolving capabilities of mobile
Analysis and In-Stat. Daryl has also worked at Cable broadband. Other recent reports have examined
& Wireless in the US as a member of the market eSIM, 5G, LoRA, and IoT.
and competitive intelligence team.
Wang Nanbin works in Huawei Technologies as Zang Liang joined Huawei in 2002 and specializes
Service Fellow, mobile network chief architect, 5G in the field of mobile network planning and
service and experience chief architect, and 5G key optimization. He has rich experience in 3G, 4G, and
projects commercial assurance owner. 5G RAN algorithm research; projects delivery; and
key technical issue solving.
He specializes in the fields of 3G, 4G, and 5G
network technology and the video/cloud VR As the service architect of mobile video scenarios,
experience, key areas in the Huawei GTS global he has accumulated a lot of experience in the design
technical field. and development of video, cloud VR, and cloud game
service experience fields, including experience
He joined Huawei in 1999. As the technical director, evaluation, planning, optimization, and experience
he has successfully led the technical delivery of management.
many corporate-level global projects in the past 20
years. He has accumulated experience in project
delivery and solution architecture design.
Ovum view
The commercial 5G experience will be an evolutionary one. Mobile operators will start with basic
connectivity services, enhanced mobile broadband (eMBB), and fixed wireless access (FWA). As technology
and markets evolve, 5G will enable those operators to deliver even more advanced and value-added
services. Network planning and deployments must be done in a way that matches the service ambition; this
includes understanding performance requirements and building to network standards that support those
requirements.
The standards process should begin before starting to build the 5G network. Operators should make it part
of their service strategy process and work on enabling as many of those standards as possible on their
existing LTE network before deploying the 5G access network. Network performance standards, however,
are not static. They will evolve during the lifecycle of the 5G network to meet new use cases and customer
performance expectations.
Key messages
• 5G services are in the early stages of development, and service providers need to continue to invest,
collaborate, and partner to ensure they develop the kinds of tailored services that make the most of 5G's
expanded capabilities.
• Mobile operators need to build their network to support different quantifiable performance standards
to ensure they can support different 5G use cases and provide a high quality of experience with those
services.
• Operators should develop a 5G service strategy prior to deploying their 5G network. This way, they can
build the network to the correct performance standards instead of trying to retrofit their 5G later on to
meet service requirements.
5G service opportunities
Streaming video, including cloud-based DVR
Among the main use cases that 5G is set to significantly improve is how customers experience their
networks, especially around video services – not simply as currently experienced but also including
enhanced video experiences that incorporate augmented reality (AR), virtual reality (VR), and the ability to
switch from multiple cameras in real time.
Video performance is the most critical focus area for 5G, mainly because mobile video has grown to
represent 67% of total cellular traffic in 2017 and is set to increase to 83% of total mobile data traffic by
end-2023, according to Ovum research. Unsurprisingly, service providers and their partners are working
toward improving the video experience to take advantage of 5G's speed and capacity benefits over 4G.
Online gaming
Online gaming has already seen significant activity among service providers looking to demonstrate the
advantages of 5G over 4G, particularly its lower latency, which online gaming is ideally suited to showcase.
Indeed, some 5G operators, such as Sprint, Verizon, Vodafone, and EE, have launched or plan to launch
online gaming services from leading gaming developers including Hatch and Niantec to both differentiate
in the market around exclusive content and give consumers a clear reason to move to 5G. Partnerships
around 5G gaming will give service providers the opportunity to reinforce their brand in the online gaming
and esports community, for instance around tournament sponsorship, a route Vodafone has already gone
down with its ESL esports partnership. Moreover, moves from major companies such as Google and Apple
into subscription mobile gaming services are set to propel online gaming further into the mainstream and
accelerate 5G uptake.
Of course, performance standards vary by service or application. Streaming video will have different
network performance requirements than a more interactive experience such as online gaming or virtual
reality will. There should be a tight relationship between an operator's network performance and its service
strategy.
Ovum advises taking the first approach, because it gives the operator more control and helps to maximize
the network investment. However, network performance and service offering are not locked in with the
second approach. An operator can continue to evolve network performance to support new services. Figure
1 below illustrates this relationship.
Source: Ovum
Benefits of standards
The overall benefit of building a mobile network to a set of performance standards is that it ensures
a high quality of service for the end user. This will keep end users happy and discourage subscriber
churn to competing operators. It will also create a positive reputation for the mobile operator and its 5G
services, which will encourage new end users to subscribe. Ultimately, this will help in monetization of 5G
investments.
Building to quantifiable standards also benefits the operator in a multivendor environment. Commonly,
operators choose more than one radio, backhaul, and core vendor. Making all these vendors meet a
common performance standard will ensure a consistent end-user experience throughout the operator's
footprint. This concept can be extended internationally as well. An operator wanting to offer multinational
service to enterprise customers can partner with other global operators that also build to a common
standard. This will allow for strong performance-based multinational SLAs.
The core of the e-planning model is the six-order logic, including service feature analysis, experience
modeling and standardization, experience inflection point and baseline, network impact analysis,
experience-based network planning criteria, and experience management (visualized, manageable, and
guaranteed). The e-planning model helps implement modeling based on three-layer mapping, that is, from
user experience model (experience) to service quality requirement (quality) and then to network capability
baseline (network).
Ultimate
KQI Level Throughput Coverage
Excellent
• Throughput
Good Delay Capacity
• Delay
Subjective & Objective Correlation KQI & KPI Correlation KPI & Network Correlation
Nonstalling ratio vs. TBR (throughput-bit rate ratio) Throughput vs. SINR
Initial
Experience No Stalling 100 1,200
Buffering 90
Level Ratio 1,000
DL Throughput (Mbit/s)
80
Nonstalling ratio (%)
Delay 70
90% 95% 98%
800
60
50 600
Ultimate 1s 98% 40
400
30
20
200
Excellent 2s 95% 10
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TBR
Source: Huawei
The following network planning criteria are established for typical 5G service scenarios based on
• feature analysis and experience modeling of mainstream 2C services (cloud VR and 4K videos) and 2B
services (4K live broadcast pushing and video surveillance) of 5G
• a large amount of lab and live-network test data
• three-layer EQN mapping model from service experience to network capabilities.
Remarks:
• Table 1 lists the network planning criteria formulated for the air interface that is the key bottleneck. For
details about the end-to-end (E2E) planning principles, see "E2E planning principles based on service
experience."
In E2E planning of service experience–based network construction, the requirements of user experience on
the network can be mapped to the baseline requirements such as the E2E throughput, delay, and packet
loss rate. Therefore, the E2E planning of service experience–based network construction uses the unified
core quality of service (QoS) parameters (throughput, delay, and packet loss rate) as the baseline, and the
planning of the wireless network, bearer network, and cloud core network are associated with each other to
implement unified planning and domain-based design of the E2E throughput, delay, and packet loss rate.
The three-layer EQN mapping modeling from the user experience model to the network capability baseline
is completed through the two-step hierarchical mapping modeling process from experience to quality
and then to networks. Because of the service experience model and differences between layers, mapping
methods between different layers may be independent from each other.
Figure 3 shows the three-layer EQN mapping modeling from the user-experience model to the network-
capability baseline.
Layer 3
Experience Video/Audio Quality Integrity
Interaction Quality
model (Media Quality) (Presentation Quality)
Resolution/bitrate/ MTP/initial buffering Slicing/stalling/
frame rate/FOV latency freezing
Source: Huawei
• MQI: Media quality score (0–100). This indicates whether the sensory stimulation to users brought by
the VR content, including the audio, video, and content degrees of freedom (DOF), has been close to the
sensory effect in the real world.
Factors that affect media quality include resolution, frame rate, bit rate, FOV, and PPD. These factors are
related to VR content sources and VR devices.
• IQI: Interaction quality score (0–100). This indicates the experience of interaction between a user and VR
content operations when the user uses the VR service. Interaction delay can cause dizziness, nausea, and
isolation from the feeling in the real world.
The DOF is related to the VR game content sources and devices and is irrelevant to networks. The MTP
latency is closely related to networks and needs to be mapped to the lower layer.
• PQI: Presentation quality score (0–100). This indicates the continuous and smooth sensory experience of
users when they use the VR service. Poor user experience refers to artifacts and stalling.
Factors that affect the VR presentation quality include stalling, artifacts, and frame skipping. These
factors are related to network capabilities and need to be mapped to the lower layer.
4K video experience
The mobile U-vMOS standard defined by Huawei also applies to 4K videos.
where
• sQuality = f(resolution, bit rate, encoding mode, encoding level)
• sLoading = f(initial video buffering delay)
• sStalling = f(video-stalling rate).
The video resolution, bit rate, encoding mode, and encoding level are obtained from the negotiation result
between the video server and the user device. Therefore, they are irrelevant to network capabilities.
The initial video buffering delay and video-stalling rate depend on the matching between video-quality
requirements and network capabilities.
Based on the analysis of a large number of video-play samples (about 700,000) on the live network, it is
found that the network bandwidth for a type of video meets a certain throughput-to-bit rate ratio to ensure
a certain stalling-free rate.
Figure 4: Mapping between the typical throughput-to-bit rate ratios and stalling-free rates
100
90
80
Nonstalling ratio (%)
Source: Huawei
Compared to bit rate with a wide fluctuation range, the mapping between the throughput-to-bit rate ratios
and the stalling-free rate is more convergent. Based on this analysis, Huawei proposes the TBR model for
throughput-sensitive video services:
NonStalling_Rate = f
( throughput
bit rate )
This model framework can be used to study the mapping between different types of videos and network
bandwidth requirements. Different types of videos have different requirements on the throughput-to-bit rate
ratio. The throughput-to-bit rate ratio required for smooth video playback is determined by the following
factors:
• Fluctuation of the bit rate. The instantaneous bit rate fluctuates around the average bit rate during video
playback. The instantaneous bit rate is high when the video image is rich in details and scenarios are
frequently switched. In the contrary case, the instantaneous bit rate is relatively low. In addition, the jitter
of the network environment must be considered. Therefore, the bandwidth required for smooth video
playback must be higher than the average bit rate of videos.
110
100
90
80
70
60
1 10 20 30 40 50 60 70 80 90 100
Time(s)
Source: Huawei
Currently, over-the-top (OTT) and VR videos are encoded based on the VBR, and the bit rate fluctuates
greatly. Some live TV programs and VR games are encoded based on the CBR, and the bit rate fluctuates
slightly.
• Video buffering duration. For on-demand videos, the player has a certain amount of buffer during video
playback. When there is no network download, the buffer means normal playback can continue for a
certain period (generally 10–30s).
Table 3: Typical features and experience results of on-demand and live broadcast videos
On-demand/ Mode Live Perceived Stalling Initial Maximum Content
live broadcast broadcast initial duration ratio buffering time prebuffering fragment
delay buffering time during duration
delay playback
On-demand – – 1.92s 0.03% 4.2s 125s 5s
Live broadcast Normal delay 25s 1.85s 0.46% 4.45s 13.6s 5s
Short delay 9.5s 1.87s 5.50% 2.4s 5.3s 2s
Ultra-short delay 4.4s 1.89s 19.40% 1.89s 2.6s 1s
Source: Huawei
Remarks:
• mLAB obtains the characteristics and experience results of on-demand and live broadcast videos from
the live-network test of the top two carriers in country D.
• The three live-broadcast delay modes are defined by YouTube.
During the playback of an on-demand program, inbound traffic is sufficient, and the client can buffer a
large amount of video data. This way, temporary insufficient traffic caused by network-quality fluctuation
does not affect the playback. During the playback of a live-broadcast program, insufficient inbound traffic
and buffering policies on the client side result in less buffered data and higher stalling than during an
on-demand program. The initial buffering delay can also be mapped based on the ratio of the stable rate to
the bit rate in the initial buffering phase. In addition, the initial buffering delay is related to the network RTT
and can be mapped based on different RTT ranges.
RenderingTime
EncodingTime + WaitingSendStartTime + NWDelayServerToHMD + Buffering +
DecodingTime
Source: Huawei
As shown in Figure 6, the E2E MTP model covers the processing delay of three parts, that is, cloud, pipe,
and device:
• Cloud processing delay: includes the VR cloud action obtaining delay (2), rendering delay (3), encoding
delay (4), and waiting for sending delay (5).
• Pipe processing delay: includes the uplink transmission delay (1) and downlink transmission delay (6). The
sum of the two delays is close to the network RTT.
• Device processing delay: includes the buffering delay (7) and device decoding delay (8).
According to the live-network test data, the average value of the total cloud and device-processing delay ((2)
+ (3) + (4) + (5) + (8)) is about 41ms. The total delay can be considered as a constant A.
According to the preceding analysis, the following three delays in the MTP latency are directly affected by
the pipe capability: uplink transmission delay, downlink transmission delay, and buffering delay. The uplink
transmission delay and downlink transmission delay are close to the network RTT, but the buffering delay t
(stream buffering) is inversely proportional to the data transmission throughput, as shown in Figure 7.
Therefore, in a network, after the server and the device are determined:
According to the preceding formula, the MTP latency is directly restricted by the RTT and network
bandwidth after the game bit rate and frame rate are fixed. Therefore, optimizing the RTT and throughput is
the key to reducing the MTP latency.
600,000
500,000
t
Packets (Bits)
400,000
300,000
200,000
100,000
0
94.5 94.52 94.54 94.56 94.58 94.6
Source: Huawei
Currently, most 5G networks mainly analyze the impact of coverage (level and quality) on the throughput
and delay.
Figure 8 shows the mapping threshold in typical scenarios (3.5GHz, 64T6R, densely populated urban areas,
50% loading load, and 100MHz bandwidth). The mapping threshold is obtained by analyzing the relationship
between the downlink edge throughput and SINR based on the actual test data.
• Analysis of the relationship between the uplink throughput and coverage/interference. The uplink
channel quality of a UE can be indicated by the SINR.
The uplink CSI SINR cannot be tested on the UE side and needs to be replaced by other testable indicators.
According to the theoretical calculation and actual test data, the mapping between the uplink CSI SINR and
the downlink CSI RSRP is available.
Figure 8: Relationship between the downlink throughput and SINR in typical scenarios
1,200
1,000
DL throughput (Mbps)
800
600
400
200
0
-7 -1 0 2 10 20 30 33 35
CSI SINR
Source: Huawei
CDN
Cloud VR
EPC/NC
Source: Huawei
In normal cases, the processing delay of the core network and CDN is very short. The delay planning mainly
involves the bearer network delay and radio air interface delay.
As shown in Figure 10, the bearer network delay consists of the transmission delay, propagation delay,
processing delay, and queuing delay. The characteristics of factors causing delays are as follows:
• Transmission delay (plannable). The delay of transmitting data bit by bit through the transmission
medium depends on the size of the data packet to be transmitted and the transmission throughput (bps).
• Propagation delay (plannable). The transmission delay of an optical fiber depends on the refractive index
and length of the optical fiber, that is, the transmission distance.
• Processing delay (measurable and simulatable). The processing delay indicates the delay for processing
data packets inside network devices. For a typical router, the processing delay of each hop is about 20μs
to 30μs when no congestion occurs.
Queuing delay
Design
Source: Huawei
• Queuing delay (measurable and simulatable). The delay in a network device queue usually depends on
the load and congestion degree of a network link, QoS priority of a data packet, and scheduling algorithm.
• Bearer network medium selection suggestions. It is recommended that the 5G bearer network use the all-
optical networking mode. If microwave link backhaul must be used in some scenarios, it is recommended
that microwave link backhaul be used only for accessing a single gNodeB. It is not recommended that
microwave link backhaul be used on aggregation or backbone networks. The E-band 80GHz high-frequency
solution is recommended (bandwidth: 10–20GHz; transmission distance: 1–3km/hop).
Requirements of air interface delay (air interface RTT) on wireless network coverage and capacity
According to the analysis of the relationship between the air interface RTT and the CSI RSCP/SINR, the
impact on the RTT is not obvious if the RSRP is greater than -110dBm; the RTT will deteriorate if the SINR is
smaller than 1dB.
The air interface delay is positively related to the network capacity. Currently, the 5G network is unloaded.
Therefore, the heavy-traffic lab test data needs to be provided to obtain the mapping between the network
load and air interface delay.
Based on the transmission mode and content, on-demand VR panoramic videos use the full-view or FOV
transmission solution. In the current VR panoramic videos, 4K videos use the full-view transmission
solution to reduce the bit rate. The full-view transmission solution is widely used in the initial phase of
cloud VR video services. The cloud pushes all 180- and 360-degree video content to devices, and devices
are responsible for tracing the change of the user head posture and parsing, rendering, and displaying the
locally cached audio and video data in real time. The process from the header posture change to the display
exists only on the device side. This ensures that the MTP latency is shorter than 20ms. Other processes are
the same as those of common OTT videos. Stalling caused by insufficient bandwidth is the main problem
facing this solution.
Currently, 5G VR videos are at the initial stage. The recommended bit rates are as shown in Table 4.
Remarks:
• The data is obtained from the test results of the 5G live network of Zhejiang Mobile and Huawei
convergent video platform. The H.264 encoding mode is used.
Based on the recommended bit rates and live-network test results, the required VR throughput-to-bit
rate ratio is twice the bit rate (stalling-free rate in the static environment: 98%). Based on this, obtain the
required throughput. For details, see "VR video experience–based wireless network planning criteria"
below.
Wireless network planning criteria based on lab test data (static and noninterference environment test)
According to the VOD test samples obtained from the live network, when the download throughput is 1.4,
1.6, 1.8, and 2.0 times the average video bit rate, the corresponding stalling-free rate can reach 80%, 90%,
95%, and 98% respectively, at least.
Figure 11 shows the fitted curve of the VR video-stalling rate and the throughput-to-bit rate ratio.
Figure 11: Fitted curve of the VR video-stalling rate and the throughput-to-bit rate ratio in the lab environment
1.4TBR@80% nonstalling
80
1.6TBR@90% nonstalling
70
Nonstalling rate (%)
60 1.8TBR@95% nonstalling
50
40 2TBR@98% nonstalling
30
20
10
0
0.4 0.6 0.8 1 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0 3.2 3.4 3.6 3.8 4
Source: Huawei
According to the previous test results, the recommended bit rate for 4K 360-degree VR videos is 40Mbps.
Table 5 lists the recommended bandwidth and coverage requirements.
Table 5: Specifications for network construction based on VR video experience in typical scenarios in the lab environment
Category Bit rate Stalling-free rate Throughput-to- Bandwidth Coverage quality Coverage level
bit rate ratio CSI SINR RSRP
4K VR 360 video 40Mbps 90% 1.4 56Mbps -0.3dB -110
4K VR 360 video 40Mbps 90% 1.6 64Mbps 0.2dB -109.5
4K VR 360 video 40Mbps 95% 1.8 72Mbps 0.6dB -109
4K VR 360 video 40Mbps 98% 2 80Mbps 1dB -108
Source: Huawei
Remarks:
• For details about the mapping from the bandwidth to SINR, see "Throughput requirements on 5G network
coverage and interference."
There is no sufficient commercial environment for cloud VR games. The sample data used for developing
the current network planning criteria is obtained from the OpenLab test environment. After cloud VR games
are put into commercial use and popularized on the 5G network, the same modeling mechanism can be
used to optimize the experience-based network planning criteria based on the commercial network data.
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Source: Huawei
The key conclusions of the cloud VR game test on service quality requirements are shown in Table 6.
Table 6: Service quality requirements on cloud VR games
Content Bandwidth Packet loss rate Network delay
Cyber Cloud (TCP) ≥2×bit rate ≤0.001% <25ms
Cyber Cloud (UDP) ≥2×bit rate ≤0.01% <25ms
Source: Huawei
Service type Typical application Device Guaranteed Delay Coverage level Coverage quality
instance requirements bandwidth CSI RSRP CSI SINR
Downlink 3K cloud VR game Cloud VR games All-in-one VR 100Mbps RTT -107dBm 2dB
service bit rate: 50Mbps/ and VR education machine (downlink) <25ms
TCP
Source: Huawei
Remarks:
• The preceding wireless network planning criteria are developed based on data in the OpenLab test
environment. The commercial environment will be continuously improved after services are put into
commercial use.
The bit rate of 4K VOD videos is about 15Mbbps. TV stations and carriers have higher requirements on 4K
video service quality during live broadcast. The average bit rate (about 20Mbps) of 4K live broadcast videos
is about 20–50% higher than that of internet videos with the same resolution and frame rate. CCTV 4K live
broadcast (for example, CCTV Spring Festival Gala live stream) has higher pushing requirements. Generally,
the bit rate must be 42Mbps. Table 8 lists the service features in typical 4K live broadcast scenarios.
Currently, OTT noninteractive live broadcast is pseudo live broadcast with long delay.
Broadcast and television stations and carriers have higher requirements for noninteractive live broadcast.
The delay defined for live broadcast is less than 2s. The delay requirements for CCTV 4K live broadcast are
stricter at 1s.
Test 1 Test 2 Test 3 Test 4 Test 5 Test 6 Test 7 Test 8 Test 9 Test 10
100
90
80
Artifact ratio (%)
70
60
50
40
30
20
10
0
0 1.00E-06 1.00E-05 1.00E-04 1.00E-03
Source: Huawei
In addition, the test result shows that the bandwidth required for watching 4K live broadcast programs is
1.5–2× the bit rate. When the network bandwidth is two or more times the bit rate, no artifact or stalling
occurs.
After 2Q19, mainstream 4K pushing backpack vendors, such as Cogent, Sumavision, and LiveU, developed
reliable UDP transmission technologies, including FEC and SRT (ARQ):
• Network bandwidth. When the bit rate is 42Mbps (CBR), if the uplink bandwidth is lower than 50Mbps,
frame loss occurs. If the uplink bandwidth is higher than 50Mbps, frame loss does not occur. Considering
the fluctuation of the uplink throughput of the wireless network, it is recommended that the bandwidth be
1.5× the bit rate to ensure the smooth 4K live broadcast pushing experience.
When the adaptive dynamic bit rate is used, the initial bit rate is 20Mbps. The uplink bandwidth must be
higher than 40Mbps (about twice the bit rate).
Cogent Sumavision
4
Frame loss rate (%)
0
45 46 47 48 49 50 55
Bandwidth (Mbps)
Source: Huawei
7
6
Frame loss rate (%)
5
4
3
2
1
0
5 6 7 8 9 10 11 12 13 14 15 16 17 18
Packet loss rate (%)
Source: Huawei
Remarks:
• The preceding network coverage standards are based on 64T64R, 4:1 timeslot configuration, 100Mbps
bandwidth, and 1:1 5G/4G site deployment.
Currently, the 5G wireless network planning criteria are obtained based on the network with light load.
After the network data for network planning criteria is obtained based on the network with medium or heavy
load, this document will be further optimized.
Appendix
Further reading
Business Consulting Dept. (August 2018) 5G Service Requirement and Business Mode
User Experience Lab (eLab) (June 2019) Technical White Paper for 5G VR Service Experience Modeling
Fixed Network Application Scenario Lab (iLab) (June 2018) Experience-driven Video Bearer Network White
Paper (2018)
X Labs (August 2019) 5G 4K Live Broadcast Service Analysis and Network Impact Report
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