Evaluating the L4S Architecture in Cellular Networks with a Programmable Switch

B. Mathieu, Stéphane Tuffin
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引用次数: 3

Abstract

Low-Iatency applications, such as cloud gaming or cloud robotics are very demanding in terms of network latency. The IETF defines the L4S (Low Latency Low Loss Scalable throughput) architecture, to enable the delivery of high-bitrate low-latency applications without degrading the quality of other services. To deploy and upgrade L4S in network equipment to follow the transport protocols entering an age of quick evolutions, P4 (Programming Protocol-Independent Packet Processor), a programmable data plane concept, can help since it facilitates the deployment of networking software. In this paper, we propose a P4-based L4S solution and the performed evaluation proves our system behaves as expected. Furthermore, to be largely deployed, L4S should also be efficient under real cellular network conditions, which can vary over time and where the main network bottlenecks are. However, our evaluation shows limitations of L4S in providing high throughput while ensuring low latency delivery with time varying network conditions.
基于可编程交换机的蜂窝网络L4S体系结构评估
低延迟应用程序(如云游戏或云机器人)对网络延迟的要求非常高。IETF定义了L4S(低延迟低损耗可扩展吞吐量)体系结构,以便在不降低其他服务质量的情况下交付高比特率低延迟应用程序。为了在网络设备中部署和升级L4S,以遵循进入快速发展时代的传输协议,P4 (Programming Protocol-Independent Packet Processor)是一种可编程数据平面概念,它有助于网络软件的部署。在本文中,我们提出了一个基于p4的L4S解决方案,执行的评估证明了我们的系统的性能符合预期。此外,为了大规模部署,L4S还应该在实际蜂窝网络条件下保持高效,而实际蜂窝网络条件可能随着时间和主要网络瓶颈的位置而变化。然而,我们的评估显示了L4S在提供高吞吐量的同时确保在时变网络条件下的低延迟交付方面的局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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