Hi Simon,

On May 6, 2015, at 07:08 , Simon Barber <[email protected]> wrote:

> Hi Sebastian,
> 
> My numbers are what I've personally come up with after working for many years 
> with VoIP - they have no other basis.

        I did not intend to be-little such numbers at all, I just wanted to 
propose that we either use generally accepted scientifically measured numbers 
or make such measurements our self.

> One thing is that you have to compare apples to apples - the ITU numbers are 
> for acoustic one way delay.

True, and this is why we easily can estimate the delay cost of different stages 
of the whole voip one-way pipeline to deuce how much latent budget we have for 
the network (aka buffer bloat on the way), but still bases our numbers on some 
reference for mouth-to-ear-delay. I think we can conservatively estimate the 
latency cost of the sampling, sender processing and receiver processing 
(outside of the de-jitter buffering) seem harder to estimate reliably, to my 
untrained eye.

> The poor state of jitter buffer implementations that almost every VoIP app or 
> device has means that to hit these acoustic delay numbers you need 
> significantly lower network delays.

        I fully agree, and if we can estimate this I think we can justify 
deductions from the mouth-to-ear budget. I would as first approximation assume 
that what we call latency under load increase to be tightly correlated with 
jitter, so we could take our “bloat-measurement” in ms an directly deduct it 
from the budget (or if we want to accept occasional voice degradation we can 
pick a sufficiently high percentile, but that is implementation detail).

> Also note that these numbers are worst case, which must include trip halfway 
> around the globe - if you can hit the numbers with half globe propagation 
> then you will hit much better numbers for 'local calls’.

        We  could turn this around by estimating to what distance voip quality 
will be good/decent/acceptable/lughable…

Best Regards
        Sebastian

> 
> Simon
> 
> 
> On 4/24/2015 11:03 PM, Sebastian Moeller wrote:
>> Hi Simon, hi List
>> 
>> On Apr 25, 2015, at 06:26 , Simon Barber <[email protected]> wrote:
>> 
>>> Certainly the VoIP numbers are for peak total latency, and while Justin is 
>>> measuring total latency because he is only taking a few samples the peak 
>>> values will be a little higher.
>>      If your voip number are for peak total latency they need literature 
>> citations to back them up, as they are way shorter than what the ITU 
>> recommends for one-way-latency (see ITU-T G.114, Fig. 1). I am not "married” 
>> to the ITU numbers but I think we should use generally accepted numbers here 
>> and not bake our own thresholds (and for all I know your numbers are fine, I 
>> just don’t know where they are coming from ;) )
>> 
>> Best Regards
>>      Sebastian
>> 
>> 
>>> Simon
>>> 
>>> Sent with AquaMail for Android
>>> http://www.aqua-mail.com
>>> 
>>> 
>>> On April 24, 2015 9:04:45 PM Dave Taht <[email protected]> wrote:
>>> 
>>>> simon all your numbers are too large by at least a factor of 2. I
>>>> think also you are thinking about total latency, rather than induced
>>>> latency and jitter.
>>>> 
>>>> Please see my earlier email laying out the bands. And gettys' manifesto.
>>>> 
>>>> If you are thinking in terms of voip, less than 30ms *jitter* is what
>>>> you want, and a latency increase of 30ms is a proxy for also holding
>>>> jitter that low.
>>>> 
>>>> 
>>>> On Fri, Apr 24, 2015 at 8:15 PM, Simon Barber <[email protected]> wrote:
>>>>> I think it might be useful to have a 'latency guide' for users. It would 
>>>>> say
>>>>> things like
>>>>> 
>>>>> 100ms - VoIP applications work well
>>>>> 250ms - VoIP applications - conversation is not as natural as it could be,
>>>>> although users may not notice this.
>>      The only way to detect whether a conversation is natural is if users 
>> notice, I would say...
>> 
>>>>> 500ms - VoIP applications begin to have awkward pauses in conversation.
>>>>> 1000ms - VoIP applications have significant annoying pauses in 
>>>>> conversation.
>>>>> 2000ms - VoIP unusable for most interactive conversations.
>>>>> 
>>>>> 0-50ms - web pages load snappily
>>>>> 250ms - web pages can often take an extra second to appear, even on the
>>>>> highest bandwidth links
>>>>> 1000ms - web pages load significantly slower than they should, taking
>>>>> several extra seconds to appear, even on the highest bandwidth links
>>>>> 2000ms+ - web browsing is heavily slowed, with many seconds or even 10s of
>>>>> seconds of delays for pages to load, even on the highest bandwidth links.
>>>>> 
>>>>> Gaming.... some kind of guide here....
>>>>> 
>>>>> Simon
>>>>> 
>>>>> 
>>>>> 
>>>>> 
>>>>> On 4/24/2015 1:55 AM, Sebastian Moeller wrote:
>>>>>> Hi Toke,
>>>>>> 
>>>>>> On Apr 24, 2015, at 10:29 , Toke Høiland-Jørgensen <[email protected]> wrote:
>>>>>> 
>>>>>>> Sebastian Moeller <[email protected]> writes:
>>>>>>> 
>>>>>>>> I know this is not perfect and the numbers will probably require
>>>>>>>> severe "bike-shedding”
>>>>>>> Since you're literally asking for it... ;)
>>>>>>> 
>>>>>>> 
>>>>>>> In this case we're talking about *added* latency. So the ambition should
>>>>>>> be zero, or so close to it as to be indiscernible. Furthermore, we know
>>>>>>> that proper application of a good queue management algorithm can keep it
>>>>>>> pretty close to this. Certainly under 20-30 ms of added latency. So from
>>>>>>> this, IMO the 'green' or 'excellent' score should be from zero to 30 ms.
>>>>>>         Oh, I can get behind that easily, I just thought basing the 
>>>>>> limits
>>>>>> on externally relevant total latency thresholds would directly tell the 
>>>>>> user
>>>>>> which applications might run well on his link. Sure this means that 
>>>>>> people
>>>>>> on a satellite link most likely will miss out the acceptable voip 
>>>>>> threshold
>>>>>> by their base-latency alone, but guess what telephony via satellite 
>>>>>> leaves
>>>>>> something to be desired. That said if the alternative is no telephony I
>>>>>> would take 1 second one-way delay any day ;).
>>>>>>         What I liked about fixed thresholds is that the test would give a
>>>>>> good indication what kind of uses are going to work well on the link 
>>>>>> under
>>>>>> load, given that during load both base and induced latency come into 
>>>>>> play. I
>>>>>> agree that 300ms as first threshold is rather unambiguous though (and I 
>>>>>> am
>>>>>> certain that remote X11 will require a massively lower RTT unless one 
>>>>>> likes
>>>>>> to think of remote desktop as an oil tanker simulator ;) )
>>>>>> 
>>>>>>> The other increments I have less opinions about, but 100 ms does seem to
>>>>>>> be a nice round number, so do yellow from 30-100 ms, then start with the
>>>>>>> reds somewhere above that, and range up into the deep red / purple /
>>>>>>> black with skulls and fiery death as we go nearer and above one second?
>>>>>>> 
>>>>>>> 
>>>>>>> I very much think that raising peoples expectations and being quite
>>>>>>> ambitious about what to expect is an important part of this. Of course
>>>>>>> the base latency is going to vary, but the added latency shouldn't. And
>>>>>>> sine we have the technology to make sure it doesn't, calling out bad
>>>>>>> results when we see them is reasonable!
>>>>>>         Okay so this would turn into:
>>>>>> 
>>>>>> base latency to base latency + 30 ms:                           green
>>>>>> base latency + 31 ms to base latency + 100 ms:          yellow
>>>>>> base latency + 101 ms to base latency + 200 ms:         orange?
>>>>>> base latency + 201 ms to base latency + 500 ms:         red
>>>>>> base latency + 501 ms to base latency + 1000 ms:        fire
>>>>>> base latency + 1001 ms to infinity:
>>>>>> fire & brimstone
>>>>>> 
>>>>>> correct?
>>>>>> 
>>>>>> 
>>>>>>> -Toke
>>>>>> _______________________________________________
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>>>>> 
>>>>> _______________________________________________
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>>>> 
>>>> 
>>>> --
>>>> Dave Täht
>>>> Open Networking needs **Open Source Hardware**
>>>> 
>>>> https://plus.google.com/u/0/+EricRaymond/posts/JqxCe2pFr67
>>> 
>>> _______________________________________________
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> 

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