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Content for  TR 26.925  Word version:  19.0.0

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5  Typical current deployment characteristicsp. 11

5.1  Typical streaming/broadcast video and audio bitratesp. 11

These figures are valid for both HDR/non-HDR video:
  • 720p HD: 2 - 5 Mbps
  • Full HD: 3 - 12 Mbps
  • 4k UHD: 5- 25Mbps
  • 8k UHD: 25 - 80 Mbps
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
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5.2  Typical streaming/broadcast 360 VR bitratesp. 11

The following bitrates apply for streaming/broadcast 360 VR.
  • Basic 360 VR: 2.5 - 25 Mbps
    • 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
    • According to [44], with HEVC at 4K@30fps between 10 - 18 Mbps on average with caps between 15 - 25 Mbps.
  • Retinal VR: 15 - 150 Mbps
    • According to [44], with HEVC at 8K@30fps between 30 - 35 Mbps on average with caps at 42 Mbps.
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5.3  Typical conversational speech/audio and video bitratesp. 12

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
  • VGA video: 300 - 900 kbps
  • 720p HD video: 800 - 1500 kbps
  • Telepresence video 1080p: 1500 - 3000 kbps
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5.4  Typical uplink A/V streaming of A/V, including 360 VR contentp. 12

5.4.1  Professional production content bitratesp. 12

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:
Standard Name Bitrates Example video formats
SMPTE 259M [31]SD-SDI270 Mbit/s, 360 Mbit/s, 143 Mbit/s, and 177 Mbit/s480i, 576i
SMPTE 344M [31]ED-SDI540 Mbit/s480p, 576p
SMPTE 292M [31]HD-SDI1.485 Gbit/s, and 1.485/1.001 Gbit/s720p, 1080i
SMPTE 372M [31]Dual Link HD-SDI2.970 Gbit/s, and 2.970/1.001 Gbit/s1080p60
SMPTE 424M [31]3G-SDI2.970 Gbit/s, and 2.970/1.001 Gbit/s1080p60
SMPTE ST-2081 [32]6G-SDI6 Gbit/s2160p30
SMPTE ST-2082 [33]12G-SDI12 Gbit/s2160p60
SMPTE ST-2083 [34]24G-SDI24 Gbit/s2160p/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.
Format Corresponding ST 2110 Video uncompressed bitrate (YCbCr 4:2:2 10b) [12] in Gbps
480p30, 576p250.221
720p50/600.982 / 1.178
1080p50/602.210 / 2.650
2160p50/608.842 / 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].
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5.4.2  Live uplink contribution professional content bitratesp. 13

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
  • Normal quality 360 VR: [TBD 96 Mbps]
  • High quality 360 VR: [TBD 140 Mbps]
  • 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
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5.4.3  User generated contentp. 14

The following bitrates are typical for user generated content:
  • 720p HD: 3 - 10 Mbps
  • Full HD: 5 - 15 Mbps
  • 4k UHD: 10 - 85 Mbps
  • 8k UHD: 20 - 150 Mbps
  • 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
  • High quality audio: 128kbps/channel
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5.5  Typical Traffic Characteristics for Cloud gamingp. 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.
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5.6  XR Traffic Characteristicsp. 15

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 6.2.3 TR 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%
    • uplink pose information (see clause 5.8 of TR 26.926)
      • typically every 10 -15ms constant packet size of up to 100 bytes
      • packet latency requirements are 10 - 15 ms
    • Generalized split rendering
    • details are FFS
  • XR conversational
    • details are FFS
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5.7  Haptics media traffic Characteristicsp. 16

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.
Use case Nb of channels Media Format Density Average bitrate per channel
Haptic enhanced media distribution (clause 5.2 of TR 26.854)1 to 32ParametricLight
Medium
High
0.25 to 0.75 kbps
0. 5 to 1.5 kbps
1 to 5 kbps
1 to 32Time sampledLight
Medium
High
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.
Haptic enhanced communication (clause 5.3 of TR 26.854))1 to 4ParametricLight
Medium
0.25 to 0.75 kbps
0.5 to 2 kbps
Immersive Entertainment (clause 5.4 of TR 26.854))1 to 32ParametricLight
Medium
High
0.25 to 0.75 kbps
0. 5 to 1.5 kbps
1 to 5 kbps
1 to 32Time sampledLight
Medium
High
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
Immersive multi-modal XR and metaverse (clause 5.5 of TR 26.854))6 to 32ParametricLight
Medium
High
0.25 to 0.75 kbps
0. 5 to 1.5 kbps
1 to 5 kbps
6 to 32Time sampledLight
Medium
High
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
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