5G; Typical traffic characteristics of media services on 3GPP networks (3GPP TR 26.925 version 17.1.0 Release 17)

RTR/TSGS-0426925vh10

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ETSI TR 126 925 V17.1.0 (2022-04) - 5G; Typical traffic characteristics of media services on 3GPP networks (3GPP TR 26.925 version 17.1.0 Release 17)
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TECHNICAL REPORT
5G;
Typical traffic characteristics of media services
on 3GPP networks
(3GPP TR 26.925 version 17.1.0 Release 17)

3GPP TR 26.925 version 17.1.0 Release 17 1 ETSI TR 126 925 V17.1.0 (2022-04)

Reference
RTR/TSGS-0426925vh10
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5G
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ETSI
3GPP TR 26.925 version 17.1.0 Release 17 2 ETSI TR 126 925 V17.1.0 (2022-04)
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Legal Notice
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The present document may refer to technical specifications or reports using their 3GPP identities. These shall be
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Modal verbs terminology
In the present document "should", "should not", "may", "need not", "will", "will not", "can" and "cannot" are to be
interpreted as described in clause 3.2 of the ETSI Drafting Rules (Verbal forms for the expression of provisions).
"must" and "must not" are NOT allowed in ETSI deliverables except when used in direct citation.
ETSI
3GPP TR 26.925 version 17.1.0 Release 17 3 ETSI TR 126 925 V17.1.0 (2022-04)
Contents
Intellectual Property Rights . 2
Legal Notice . 2
Modal verbs terminology . 2
Foreword . 5
Introduction . 6
1 Scope . 7
2 References . 7
3 Definitions of terms, symbols and abbreviations . 9
3.1 Terms . 9
3.2 Symbols . 9
3.3 Abbreviations . 10
4 Media centric Third-Party and Operator services . 10
4.1 A/V Streaming - Enhanced TV . 10
4.2 VR 360° Streaming . 10
4.3 Conversational Multimedia Telephony and Telepresence . 10
4.4 Live uplink A/V streaming . 10
4.5 Cloud gaming . 10
4.6 XR Media Services . 10
5 Typical current deployment characteristics . 11
5.1 Typical streaming/broadcast video and audio bitrates . 11
5.2 Typical streaming/broadcast 360 VR bitrates. 11
5.3 Typical conversational speech/audio and video bitrates. 12
5.4 Typical uplink A/V streaming of A/V, including 360 VR content . 12
5.4.1 Professional production content bitrates . 12
5.4.2 Live uplink contribution professional content bitrates . 13
5.4.3 User generated content . 14
5.5 Typical Traffic Characteristics for Cloud gaming . 14
5.6 XR Traffic Characteristics . 15
6 Overview on technological developments for existing and emerging services . 15
6.1 Technology Developments . 15
6.1.1 Overview . 15
6.1.2 Compression Improvements . 15
6.1.3 New Media Formats. 17
6.1.4 Protocol Improvements . 18
6.1.5 Impact on Media Services . 19
7 Characteristics and requirements for different media services on 3GPP networks . 19
7.1 Introduction . 19
7.2 Collection process for requirements for different media services on 3GPP networks . 20
7.3 Summary of Responses for Streaming Services . 23
7.3.1 Introduction. 23
7.3.2 Used Technologies . 23
7.3.2.1 Codecs . 23
7.3.2.2 Media types and formats . 23
7.3.2.3 Media protocols and containers . 24
7.3.2.4 Transport protocols . 24
7.3.2.5 Clients . 24
7.3.2.6 Other Technologies . 24
7.3.3 Traffic Characteristics . 24
7.3.3.1 Bitrate Characteristics . 24
7.3.3.2 Other KPIs. 24
7.3.3.3 Potential mapping to 5QIs . 24
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8 Applicability of existing 5Qis . 25
8.1 QoS Model . 25
8.1.1 Overview . 25
8.1.2 5G QoS Parameters . 26
8.1.3 5G QoS Characteristics . 26
8.1.4 Standardized 5QI to QoS characteristics mapping . 27
8.1.5 Considerations for Media Services . 30
8.1.5.1 General . 30
8.1.5.2 Expected TCP/IP Performance for non-GBR . 30
8.1.5.3 Bitrate considerations for GBR services . 31
8.1.5.4 Relevant Parameters for Media Services . 31
Annex A: Background information on cloud gaming . 32
Annex B: Change history . 33
History . 34

ETSI
3GPP TR 26.925 version 17.1.0 Release 17 5 ETSI TR 126 925 V17.1.0 (2022-04)
Foreword
This Technical Report has been produced by the 3rd Generation Partnership Project (3GPP).
The contents of the present document are subject to continuing work within the TSG and may change following formal
TSG approval. Should the TSG modify the contents of the present document, it will be re-released by the TSG with an
identifying change of release date and an increase in version number as follows:
Version x.y.z
where:
x the first digit:
1 presented to TSG for information;
2 presented to TSG for approval;
3 or greater indicates TSG approved document under change control.
y the second digit is incremented for all changes of substance, i.e. technical enhancements, corrections,
updates, etc.
z the third digit is incremented when editorial only changes have been incorporated in the document.
In the present document, modal verbs have the following meanings:
shall indicates a mandatory requirement to do something
shall not indicates an interdiction (prohibition) to do something
The constructions "shall" and "shall not" are confined to the context of normative provisions, and do not appear in
Technical Reports.
The constructions "must" and "must not" are not used as substitutes for "shall" and "shall not". Their use is avoided
insofar as possible, and they are not used in a normative context except in a direct citation from an external, referenced,
non-3GPP document, or so as to maintain continuity of style when extending or modifying the provisions of such a
referenced document.
should indicates a recommendation to do something
should not indicates a recommendation not to do something
may indicates permission to do something
need not indicates permission not to do something
The construction "may not" is ambiguous and is not used in normative elements. The unambiguous constructions
"might not" or "shall not" are used instead, depending upon the meaning intended.
can indicates that something is possible
cannot indicates that something is impossible
The constructions "can" and "cannot" are not substitutes for "may" and "need not".
will indicates that something is certain or expected to happen as a result of action taken by an agency
the behaviour of which is outside the scope of the present document
will not indicates that something is certain or expected not to happen as a result of action taken by an
agency the behaviour of which is outside the scope of the present document
might indicates a likelihood that something will happen as a result of action taken by some agency the
behaviour of which is outside the scope of the present document
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3GPP TR 26.925 version 17.1.0 Release 17 6 ETSI TR 126 925 V17.1.0 (2022-04)
might not indicates a likelihood that something will not happen as a result of action taken by some agency
the behaviour of which is outside the scope of the present document
In addition:
is (or any other verb in the indicative mood) indicates a statement of fact
is not (or any other negative verb in the indicative mood) indicates a statement of fact
The constructions "is" and "is not" do not indicate requirements.
Introduction
The document presents typical media traffic characteristics (including bandwidth and latency requirements) that are of
importance for 3GPP standardization work. This includes demands based on current services, but also expectations for
new services or emerging services, considering developments in the industry in terms of efficiency improvements.
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3GPP TR 26.925 version 17.1.0 Release 17 7 ETSI TR 126 925 V17.1.0 (2022-04)
1 Scope
The present document includes following information:
- Media centric Third-Party and Operator services currently deployed or expected to be deployed until 2025 on
3GPP defined 4G and 5G networks.
- Typical deployment characteristics today, such as bandwidth requirements, client buffered and rate adaptation
reception characteristics, codecs, protocols in use and latency requirements.
- An overview on technological developments for existing and emerging services and their impact on typical
traffic characteristics of media services, e.g. evolution of compression technologies, new demands for high
quality, new experiences, etc.
- A summary on typical characteristics and requirements for different media services on 3GPP networks.
- An identification of the applicability of existing 5QIs for such services and potentially identify requirements for
new 5QIs or QoS related parameters.
2 References
The following documents contain provisions which, through reference in this text, constitute provisions of the present
document.
- References are either specific (identified by date of publication, edition number, version number, etc.) or
non-specific.
- For a specific reference, subsequent revisions do not apply.
- For a non-specific reference, the latest version applies. In the case of a reference to a 3GPP document (including
a GSM document), a non-specific reference implicitly refers to the latest version of that document in the same
Release as the present document.
[1] 3GPP TR 21.905: "Vocabulary for 3GPP Specifications".
[2] 3GPP TS 26.234: "Transparent end-to-end Packet-switched Streaming Service (PSS); Protocols
and codecs".
[3] 3GPP TS 26.247: "Transparent end-to-end Packet-switched Streaming Service (PSS); Progressive
Download and Dynamic Adaptive Streaming over HTTP (3GP-DASH)".
[4] 3GPP TS 26.346: "Multimedia Broadcast/Multicast Service (MBMS); Protocols and codecs ".
[5] 3GPP TS 26.116: "Television (TV) over 3GPP services; Video profiles".
[6] 3GPP TS 26.118: "3GPP Virtual reality profiles for streaming applications".
[7] 3GPP TS 26.114: "IP Multimedia Subsystem (IMS); Multimedia telephony; Media handling and
interaction".
[8] 3GPP TS 26.223: "Telepresence using the IP Multimedia Subsystem (IMS); Media handling and
interaction ".
[9] Recommendation ITU-R BT.1872-3 (10-2019): " User requirements for broadcast auxiliary
services including digital television outside broadcast, electronic/satellite news gathering and
electronic field production".
[10] 3GPP TS 23.501: "System Architecture for the 5G System ".
[11] 3GPP TS 26.238: "Uplink streaming".
[12] ST 2110-10:2017 - SMPTE Standard - Professional Media Over Managed IP Networks: System
Timing and Definitions.
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3GPP TR 26.925 version 17.1.0 Release 17 8 ETSI TR 126 925 V17.1.0 (2022-04)
[13] Video Services Forum (VSF) Technical Recommendation TR-05, Essential Formats and
Descriptions for Interoperability of SMPTE ST 2110-20 Video Signals.
[14] Recommendation ITU-T H.264 (04/2017): "Advanced video coding for generic audiovisual
services" | ISO/IEC 14496-10:2014: "Information technology - Coding of audio-visual objects -
Part 10: Advanced Video Coding".
[15] Recommendation ITU-T H.265 (12/2016): "High efficiency video coding" | ISO/IEC 23008-
2:2015: "High Efficiency Coding and Media Delivery in Heterogeneous Environments - Part 2:
High Efficiency Video Coding".
[16] 3GPP TR 26.949: "Video formats for 3GPP services".
[17] IETF RFC 793: "TCP"
[18] https://www.ietf.org/id/draft-ietf-quic-transport-19.txt.
[19] DVB BlueBook A176: "Adaptive media streaming over IP multicast - reference architecture".
[20] CableLabs OC-TR-IP-MULTI-ARCH: "IP Multicast Adaptive Bit Rate Architecture Technical
Report".
[21] "How youtube led to Google's cloud-gaming service", spectrum.ieee.org | SEP 2019 | 09.
[22] 3GPP TR 22.842: "Study on Network Controlled Interactive Services (Release 17)".
[23] "Cloud Gaming: Architecture and Performance", Ryan Shea and Jiangchuan Liu, Simon Fraser
University; Edith C.-H. Ngai, Uppsala University; Yong Cui, Tsinghua University; IEEE
Network-July/August 2013.
[24] Jens-Rainer Ohm, Gary J. Sullivan, Heiko Schwarz, Thiow Keng Tan, and Thomas Wiegand,
"Comparison of the Coding Efficiency of Video Coding Standards—Including High Efficiency
Video Coding (HEVC)" IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO
TECHNOLOGY, VOL. 22, NO. 12, DECEMBER 2012.
[25] T.K. Tan, M. Mrak, R. Weerakkody, N. Ramzan, V. Baroncini, G.J. Sullivan, J.-R. Ohm, K.D.
McCann, "HEVC subjective video quality test results", IBC2014 Conference, 2014.
[26] Thiow Keng Tan ; Rajitha Weerakkody ; Marta Mrak ; Naeem Ramzan ; Vittorio Baroncini, Jens-
Rainer Ohm, Gary J. Sullivan, "Video Quality Evaluation Methodology and Verification Testing
of HEVC Compression Performance" IEEE Transactions on Circuits and Systems for Video
Technology, Volume: 26, Issue: 1, Jan. 2016.
[27] Minhua Zhou, Jianle Chen, Kiho Choi and Dmytro Rusanovskyy, "Tool comparison between
VVC (VTM3.0) and NVC", ISO/IEC JTC1/SC29/WG11 MPEG2019/ m46554, Marrakech,
Morocco, January 2019.
[28] Frank Bossen, Xiang Li, Karsten Suehring, "AHG report: Test model software development
(AHG3)", JVET-M0003, Joint Video Experts Team (JVET) of ITU-T SG 16 WP 3 and ISO/IEC
JTC 1/SC 29/WG 11, 13th Meeting: Marrakech, MA, 9-18 Jan. 2019.
[29] K. Choi et al., "Description of video coding technology proposal by Samsung, Huawei, and
Qualcomm for New Video Coding Standard", MPEG-M46354, Marrakech, Morocco, January 209.
[30] 3GPP TR 26.928: "Extended Reality over 5G".
[31] ST 297:2006 - SMPTE Standard - For Television — Serial Digital Fiber Transmission System for
SMPTE 259M, SMPTE 344M, SMPTE 292 and SMPTE 424M Signals.
[32] ST 2081-10:2018 - SMPTE Standard - 2160-line and 1080-line Source Image and Ancillary Data
Mapping for 6G-SDI.
[33] ST 2082-1:2015 - SMPTE Standard - 12 Gb/s Signal/Data Serial Interface — Electrical ST 2082-
1:2015.
[34] SMPTE ST-2083, 24G-SDI, In development.
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3GPP TR 26.925 version 17.1.0 Release 17 9 ETSI TR 126 925 V17.1.0 (2022-04)
[35] 3GPP TR 22.827: "Study on Audio-Visual Service Production".
[36]           ST 2042-1:2017 - SMPTE Standard - VC-2 Video Compression
[37]           ITU-T/T.802 | ISO/IEC 15444-3 "Information technology - JPEG 2000 image coding system -
Part 3: Motion JPEG 2000
[38]           ITU-T G.1032 "Influence factors on gaming quality of experience" (https://www.itu.int/rec/T-
REC-G.1032-201710-I/en)
[39]           ITU-T P.809 "Subjective evaluation methods for gaming quality" (https://www.itu.int/rec/T-REC-
P.809/en)
[40]           M. Mathis, J. Semke, J. Mahdavi, The macroscopic behavior of the TCP congestion avoidance
algorithm. Comput. Commun. Rev. (ACM SIGCOMM) 27(3), 67–82 (1997)
[41]           Yusuke Miki, Tsuyoshi Sakiyama, Kenichiro Ichikawa, Mayumi Abe, Seiji Mitsuhashi, Masayuki
Miyazaki , "Ready for 8K UHDTV broadcasting in Japan", IBC 2015 Conference.
[42] Hirokazu Kamoda, "NHK Launched World’s First 8K Broadcasting in Japan", NAB Pilot guest
blog post (https://nabpilot.org/nhk-launch-worlds-first-8k-broadcasting/)
[43] Thierry Fautier, Eric Mazieres, France Television Lab blog post "8K EXPERIMENT AT
ROLAND GARROS 2019" (https://www.francetelevisions.fr/lab/projets/8K-Experiment-at-
Roland-Garros-2019)
[44] M. Aracena, T. Fautier, O. Oyman, "Live VR end-to-end workflows: real-life deployments and
advances in VR and network technology", SMPTE 2020 Annual Technical Conference &
Exhibition, November 2020, https://www.vr-if.org/wp-content/uploads/vrif2020.115.01.pdf.
[45] 3GPP TS 26.511, "5G Media Streaming (5GMS); Profiles, codecs and formats".
[46] 3GPP TR 26.955, " Video codec characteristics for 5G-based services and applications".
3 Definitions of terms, symbols and abbreviations
3.1 Terms
For the purposes of the present document, the terms and definitions given in 3GPP TR 21.905 [1] and the following
apply. A term defined in the present document takes precedence over the definition of the same term, if any, in 3GPP
TR 21.905 [1].
360 VR: Virtual Reality 360° video and 3D audio content.
720p: a video with an image resolution of 1 280 × 720 pixels.
4K UHD: a video with an image resolution of 3 840 x 2 160 pixels a.k.a. 2160p.
8K UHD: a video with an image resolution of 7680 x 4 320 pixels a.k.a. 4320p.
3.2 Symbols
Void.
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3.3 Abbreviations
For the purposes of the present document, the abbreviations given in 3GPP TR 21.905 [1] and the following apply. An
abbreviation defined in the present document takes precedence over the definition of the same abbreviation, if any, in
3GPP TR 21.905 [1].
A/V Audio/Visual
FFS For Further Study
HD High Definition
PSS Packet Switched Streaming
STB Set-Top-Box
TV Television
UHD Ultra High Definition
VR Virtual Reality
4 Media centric Third-Party and Operator services
4.1 A/V Streaming - Enhanced TV
Live and on-demand audio-visual streaming and enhanced TV services are considered according to 3GPP PSS [2],
3GP-DASH [3], MBMS [4], 5G Media Streaming for downlink [45] and the media profiles in TS 26.116 [5].
4.2 VR 360° Streaming
Live and on-demand VR 360° streaming are considered according to 3GPP PSS [2], 3GP-DASH [3], MBMS [4], 5G
Media Streaming [45] and the media profiles in TS 26.118 [6].
4.3 Conversational Multimedia Telephony and Telepresence
Conversational Multimedia Telephony and Telepresence are considered according to MTSI [7] and IMS Telepresence
[8].
4.4 Live uplink A/V streaming
Professional and consumer live uplink streaming contribution of A/V content are considered according to FLUS [11]
and 5G Media Streaming for uplink [45].
4.5 Cloud gaming
Cloud gaming (a.k.a. game streaming) implies that, while the game is being played by a user on a UE or on a device
attached to a UE, game processing and rendering is totally or partly performed in a network entity, potentially at the
edge of the network. The traffic typically consists of uplink and downlink game status/control information traffic
between a client and a server and of downlink streaming of rendered and encoded 2D or VR360 video.
4.6 XR Media Services
For details on XR Services including AR and VR, refer to 3GPP TR 26.928 [30].
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5 Typical current deployment characteristics
5.1 Typical streaming/broadcast video and audio bitrates
These figures are valid for both HDR/non-HDR video:
- 720p HD: 2 - 5 Mbps
NOTE 1: Today typically 3 Mbps for HEVC [15] and 5Mbps for AVC [14], but bitrate reductions expected with
better encoding and coding tools. See Clause 6.1.2.
- Full HD: 3 - 12 Mbps
NOTE 2: Today typically 5-7 Mbps for HEVC [15] and 10-12 Mbps for AVC [14], but bitrate reductions expected
with better encoding and coding tools. See Clause 6.1.2 as well as TR 26.955 [46].
- 4k UHD: 5- 25Mbps
NOTE 3: Today typically 8-16 Mbps for HEVC [15] and 15-25 Mbps for AVC [14], but bitrate reductions expected
with better encoding and coding tools. See Clause 6.1.2 as well as TR 26.955 [46].
- 8k UHD: 25 - 80 Mbps
NOTE 4: Initially up to 80 Mbps for HEVC [15], but bitrate reductions expected with better encoding and coding
tools. More advances with new codecs are expected, See Clause 6.1.2.

These figures apply for audio:
- Normal quality audio: mono/stereo: 24-48 kbps
- High quality audio: mono/stereo/immersive 24-512 kbps
- Extreme quality audio: mono/stereo/immersive 512 kbps
5.2 Typical streaming/broadcast 360 VR bitrates
The following bitrates apply for streaming/broadcast 360 VR.
- Basic 360 VR: 2.5 - 25 Mbps
NOTE 1: For viewport agnostic, the 4k UHD numbers as defined in clause 5.1 apply. For viewport dependent, the
bitrates likely can be reduced to half.- According to [44], with HEVC at 1080p@30fps between 2.5 - 5 Mbps on
average with caps at 5 – 8 Mbps.
- HD 360 VR: 10 - 80 Mbps
NOTE 2: For viewport agnostic, the 8k UHD numbers as defined in clause 5.1 apply. For viewport dependent, the
bitrates likely can be reduced to half.
- According to [44], with HEVC at 4K@30fps between 10 - 18 Mbps on average with caps between 15 – 25
Mbps.
- Retinal VR: 15 - 150 MbpsNOTE 3: For viewport agnostic, the 8k UHD numbers multiplied by 4 as defined
in clause 5.1 apply. For viewport dependent, the bitrates likely can be reduced to half or even on third.
- According to [44], with HEVC at 8K@30fps between 30 - 35 Mbps on average with caps at 42 Mbps.
NOTE 4 on framerates: cinema content is usually captured and distributed at 24 fps. TV content is usually captured
and distributed at 50 or 60 fps depending on the region. The above video bitrates include frame rates of
up to 60fps.
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NOTE 5 on bitrate ranges: the bitrates are dependent on codec (e.g. AVC/H.264 [14] or HEVC/H.265 [15]), on
content type and whether it is live or on-demand. Bitrates are expected to be reduced with expected
encoder implementation enhancements and new codecs. In the past, that reduction has been observed to
be in the order of 50 % every 10 years.
5.3 Typical conversational speech/audio and video bitrates
The following bitrates are typical in commercial services according to clause 4.3:
- Narrowband voice (mono): 7.2-13.2 kbps
- Wideband voice (mono): 7.2-24.4 kbps
- Super-wideband voice (mono): 9.6-24.4 kbps
- Fullband voice (mono): 16.4-[TBD] kbps
NOTE: Unlike NB, WB and SWB which all are audio bandwidths used in commercial networks, no FB usage has
yet been seen for commercial conversational services.
- VGA video: 300 - 900 kbps
- 720p HD video: 800 - 1500 kbps
- Telepresence video 1080p: 1500 - 3000 kbps
5.4 Typical uplink A/V streaming of A/V, including 360 VR
content
5.4.1 Professional production content bitrates
Table 5.4.1-1 lists common content formats from professional cameras that are output in uncompressed form over the
SDI interface, and their corresponding bit rates:
NOTE 1: The formal standard references are listed in table 5.4.1-1.
NOTE 2: See also 3GPP TR 22.827 [35].
NOTE 3: The SDI rates given below are for wired connections within professional production environments.
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Table 5.4.1-1: SDI interface, and their corresponding bit rates
Standard Name Bitrates Example video formats
270 Mbit/s, 360 Mbit/s,
SMPTE 259M [31] SD-SDI 143 Mbit/s, and 480i, 576i
177 Mbit/s
SMPTE 344M [31] ED-SDI 540 Mbit/s 480p, 576p
1.485 Gbit/s, and
SMPTE 292M [31] HD-SDI 720p, 1080i
1.485/1.001 Gbit/s
2.970 Gbit/s, and
SMPTE 372M [31] Dual Link HD-SDI 1080p60
2.970/1.001 Gbit/s
2.970 Gbit/s, and
SMPTE 424M [31] 3G-SDI 1080p60
2.970/1.001 Gbit/s
SMPTE ST-2081 [32] 6G-SDI 6 Gbit/s 2160p30
SMPTE ST-2082 [33] 12G-SDI 12 Gbit/s 2160p60
SMPTE ST-2083 [34] 24G-SDI 24 Gbit/s 2160p/4k@120,8k@60

SMPTE ST 2110 [12] can support transport of compressed or uncompressed streams from cameras with the resolutions
above. According to [13], in case of uncompressed streams, the video rates for YCbCr 4:2:2 10b format can be derived
as follows.
Table 5.4.1-2: ST 2110 Video uncompressed streams bitrates
Format Corresponding ST 2110 Video
uncompressed bitrate (YCbCr 4:2:2
10b) [12] in Gbps
480p30, 576p25 0.221
720p50/60 0.982 / 1.178
1080p50/60 2.210 / 2.650
2160p50/60 8.842 / 10.600
2160p100 (4K) 17.684
4320p50/60/100 (8K) 36.103 / 43.280 / 72.206

Audio uncompressed channels come in addition, but their bitrates are some magnitude smaller than uncompressed
video.
Light compression can also be used for such production environments using for example VC-2 (ST 2042-1:2017 -
SMPTE Standard - VC-2 Video Compression) [36] which is typically used with a coding ratio of 4:1 and MJ2 - Motion
JPEG 2000 (ISO/IEC IS 15444-3 | ITU-T T.802)[37] which is typically used with a coding ratio of 6:1.
Compression is used for portable cameras equipped with wireless (Wireless LAN and 4G LTE) modules. The bitrates
are 9, 6, 3, 2Mbps for up to 720p@60fps and 9, 6, 3 Mbps for 1080@30fps with AVC/H.264 [14].
5.4.2 Live uplink contribution professional content bitrates
Contribution feeds as seen in real deployed systems:
- 80 Mbps 422 10 bits for HD @60fps
- 165 Mbps 422 10 bits for UHD (4K, AVC/H.264 [14]) @60fps
- 120 Mbps 422 10 bits for UHD (4K, HEVC/H.265 [15]) @60fps
ETSI
3GPP TR 26.925 version 17.1.0 Release 17 14 ETSI TR 126 925 V17.1.0 (2022-04)
- Normal quality 360 VR: [TBD 96 Mbps]
- High quality 360 VR: [TBD 140 Mbps]
NOTE 1: The above video profiles include frame rates of up to 60fps.
- Broadcast auxiliary services (e.g. electronic news gathering) according to Recommendation ITU-R BT.1872-3
[9]:21-35 Mbps for HD TV (AVC/H.264 [14])
- 18-30 Mbps for HD TV (HEVC/H.265 [15])
- 96-145 Mbps for UHD TV (4K, HEVC/H.265 [15])
- 140-285 Mbps for UHD TV (8K, HEVC/H.265 [15])
- Compressed audio: 96-180 kbps per channel
- Uncompressed audio: 768-1152 kbps per channel
NOTE 2: The lower video rates from BT.1872-3 concern a single codec while the higher rates have headroom for 3
coding steps in tandem.
5.4.3 User generated content
The following bitrates are typical for user generated content:
- 720p HD: 3 - 10 Mbps
NOTE 1: Today typically 5-10 Mbps for AVC [14] depending on frame rate and dynamic range, but bitrate
reductions expected with better encoding and coding tools. See Clause 6.1.2.
- Full HD: 5 - 15 Mbps
NOTE 2: Today typically 8-15 Mbps for AVC [14], but bitrate reductions expected with better encoding and coding
tools. See Clause 6.1.2.
- 4k UHD: 10 - 85 Mbps
NOTE 3: Today typically 8-16 Mbps for HEVC [15] and 15-25 Mbps for AVC [14], but bitrate reductions expected
with better encoding and coding tools. See Clause 6.1.2.
- 8k UHD: 20 - 150 Mbps
NOTE 4: No information is available today, but the numbers are extrapolated from 4K by multiplying with a factor
4.
- Basic 360 VR: the numbers for 4k UHD apply
- HD 360 VR: the numbers for 8k UHD apply
- Retinal VR: this is roughly 16k as expected, so a factor 4 to 8k UHD is applicable, i.e. 40-300 Mbps
- Normal quality audio: 24.4kbps/channel
NOTE 5: Super-wideband 3GPP audio codecs may be used.
- High quality audio: 128kbps/channel
NOTE 6 on user generated content: the video bitrate ranges are wide as user generated content may have different
quality expectations including semi-professional content.
5.5 Typical Traffic Characteristics for Cloud gaming
For cloud gaming, the downlink streaming of 720p/1080p/4k @60fps encoded A/V typically consists of a 5-35Mbps
bitstream. One instance of a cloud gaming service requires a minimum uplink bitrate of 1.5 Mbps [21].
ETSI
3GPP TR 26.925 version 17.1.0 Release 17 15 ETSI TR 126 925 V17.1.0 (2022-04)
In the future the cloud gaming is presumed to reach up to 8k resolutions and up to 120fps downlink bitstreams. No
information on such currently deployed services are available to formulate typical bitrates. However, Clause 6 provides
indication that allows estimation of bitrates. Annex A provides background information on deployed cloud gaming
services.
Different game types result in different round-trip user interaction delay requirements (sometimes referred also as
acceptable game latency). As discussed in TR 26.928 [30], clause 4.2, with regards to such requirements, games may be
divided into the following 4 types: games requiring (i) at most 50 ms, (ii) at most 100 ms, (iii) at most 200ms, and (iv)
games with no latency requirements. The game latency impacts the traffic model as well as the requirements on the
delivery system. The shorter the latency requirements, the higher the expected bitrate.
5.6 XR Traffic Characteristics
Initial typical bitrates and traffic characteristics for XR services are collected in TR 26.928 [30], clause 6.
More details are FFS.
6 Overview on technological developments for existing
and emerging services
6.1 Technology Developments
6.1.1 Overview
This clause collects developments in the industry on compression advances, content formats, protocol improvements
and other advances that may impact the traffic characteristics documented in clause 4.
6.1.2 Compression Improvements
Due to the increasing consumption of video content with higher resolutions, the need for more efficient video
compression techniques is growing. The first version of the High Efficiency Video Coding (HEVC) standard [15],
jointly developed by the ITU-T VCEG and the ISO MPEG, was finalized in 2013. A wide range of products and
services support HEVC [15] for video encoding/decoding, especially for Ultra High Definition (UHD) content, where
HEVC [15] can provide around 50% bitrate savings for the same subjective quality as its predecessor H.264/AVC [14].
Both codecs are defined as part of the TV Video Profiles in TS 26.116 [5] and are also the foundation of the VR Video
Profiles in TS 26.118 [6].
Work on video compression technologies beyond the capabilities of HEVC [15] are continued by the MPEG/ITU, with
the creation of the Joint Video Exploration Team (JVET) on future video coding in October 2015. Many new coding
tools have been proposed in the context of JVET, which eventually led to a Call for Proposals on video coding
technologies with video compression capabilities beyond HEVC [15]. The reference software used in the exploration
phase of JVET, called Joint Exploration Model (JEM), was leveraged as the base for the majority of responses to the
call. Results included responses demonstrating compression efficiency gains of around 40 % or more with respect to
HEVC [15]. This initiated the work by the Joint Video Experts Team (JVET) on the development of a new video coding
standard, to be known as Versatile Video Coding (VVC).
MPEG has started working on a new video coding standard to be known as MPEG-5 Essential Video Coding (EVC) in
January 2019. MPEG-5 EVC aims to provide a standardized video coding solution to address business needs in some
use cases, such as video streaming, where existing ISO video coding standards have not been as widely adopted as
might be expected from their purely technical characteristics. In addition, a main profile adds a small number of
additional tools, each of which is individually capable of being either properly deactivated or switched to the
corresponding basic tool. The target coding efficiency for the call for proposals was to be at least as efficient as HEVC.
This target was exceeded by approximately 24 % in the responses to the call for proposals, which were evaluated at this
meeting. The development of the MPEG-5 EVC standard is expected to be completed in 2020.
ETSI
3GPP TR 26.925 version 17.1.0 Release 17 16 ETSI TR 126 925 V17.1.0 (2022-04)
Figure 6.1.2-1 shows the typical improvements of video compression rates over time as well as the target for the VVC
standard. It is also observed that compression technologies have enabled the reduction of bitrates by 50 % in a time
frame of 7-10 years. Most of the gains come by the increase of encoding and decoding complexity, spurred according to
Moore's law.
Figure 6.1.2-1: Video bitrate efficiency improvements and target for the final VVC standard
[reproduced with appropriate permission from Fraunhofer]
Table 6.1.2-1 provides a summary of the expected compression efficiency of different codecs and expectations on target
bitrates for different video technologies.
Table 6.1.2-1: Expected Vi
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