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:
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.
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].
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].
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 clause 4.2 of TR 26.928, 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.
Cloud gaming traffic characteristics are also discussed in clause 6 of TR 26.928 as well as TR 26.926.
Initial typical bitrates and traffic characteristics for XR services are collected in clause 6 of TR 26.928 as well as TR 26.926. A summary of expected bitrates and traffic characteristics are provided:
Viewport-independent 6DOF streaming
Downlink only
HTTP Streaming
Up to 100 Mbps to address high-quality 6DOF VR services to allow 2k per eye streaming at 90 fps (see clause 4.2 and 6.2.2 of TR 26.928)
Viewport-dependent 6DOF streaming
Downlink only
HTTP streaming, HTTP/TCP level information and responses are exchanged every 100-200 ms in viewport-dependent streaming.
Up to 25 - 50 Mbps to address high-quality 6DOF VR services to allow 2k per eye streaming at 90 fps (see clause 4.2 and 6.2.3TR 26.928)
Raster-based split rendering
Primarily downlink
for H.264/AVC the bitrates are in the order of up to 50 Mbps per eye buffer, i.e. up to 100 Mbit/s.
for H.265/HEVC the bitrates are in the order of 20 - 30 Mbps per eye buffer, i.e. 40 - 60 Mbit/s
packet latency requirements are in the range of 15ms
Application Layer FEC may be used with overhead from 10-50%, typically something like 30%
Two types of haptics media transmission formats are considered: parametric and PCM.
In general, haptics media PCM coded bitstreams require substantially more bitrate than parametric coded bitstreams, this is due to the capability of having silent units in a parametric bitstream.
When coding repetitive haptics media effect, a key difference between a parametric coded bitstream and a PCM coded bitstream on the traffic characteristic is the following:
In a parametric coded bitstreams, identical or similar effects can be coded and sent a single time and then referenced, rather than coding multiple time the same or similar haptics media effect.
In a PCM coded bitstream, similarly to audio and video, coding performance improves for these repeated consecutive effects but provide a much higher overhead compared to the parametric coded bitstream.
Table 5.7-1 summarises the expected characteristics and average bitrates per channel applicable for the use cases of clause 5 of TR 26.854. In this Table, density represents the quantity of haptics effects over the duration of the sequence, it is not related to the intensity of the haptics effect. Three parameters impact the bitrate requirements: the number of channels, the media format and the density.
From 6 to 64kbps depending on the density and the quality of the desired signal.
8-16 kbps for good quality at medium and high density.
32-64 kbps for very high quality at medium and high density.
From 6 to 64kbps depending on the density and the quality of the desired signal.
8-16 kbps for good quality at medium and high density
32-64 kbps for very high quality at medium and high density
From 6 to 64kbps depending on the density and the quality of the desired signal.
8-16 kbps for good quality at medium and high density
32-64 kbps for very high quality at medium and high density