5G网络中的低延迟低损耗可扩展吞吐量

D. Brunello, I. Johansson, Mustafa Ozger, C. Cavdar
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引用次数: 6

摘要

低延迟低损耗可扩展吞吐量(L4S)是一种旨在减少队列延迟问题的技术,确保具有高吞吐量性能的互联网协议流的低延迟。为了实现这一目标,它依赖于显式拥塞通知(ECN),这是一种在网络中标记数据包以表示拥塞的机制,避免数据包被丢弃。拥塞信号通过可扩展的拥塞控制算法在发送方和接收方进行管理。本文分析了在5G网络中实现L4S所面临的挑战。使用专有的最先进的网络模拟器,L4S标记策略已经在打包数据收敛协议层实现。为了评估实现的好处,采用L4S来支持增强现实(AR)视频游戏流量,同时使用IETF实验标准多媒体自时钟速率适应(SCReAM)进行拥塞控制。结果表明,在L4S支持下,视频游戏流量的延迟较低。此外,在所分析的所有案例中,L4S提供的平均应用层吞吐量高于高速延迟关键型应用程序的最低要求,即使在高系统负载下也是如此。此外,由于L4S,丢包率也大大降低。如果它与基于延迟的调度器(DBS)结合使用,则会达到非常接近于零的丢包率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Low Latency Low Loss Scalable Throughput in 5G Networks
Low Latency Low Loss Scalable Throughput (L4S) is a technology intended to reduce queue delay problems, ensuring low latency to Internet Protocol flows with a high throughput performance. To reach this goal, it relies on Explicit Congestion Notification (ECN), a mechanism that marks packets to signal congestion in the network avoiding packets to be dropped. The congestion signals are managed at the sender and receiver sides thanks to scalable congestion control algorithms. In this paper, the challenges to implement L4S in a 5G network are analyzed. Using a proprietary state-of-the-art network simulator, the L4S marking strategy has been implemented at the Packed Data Convergence Protocol layer. To evaluate the benefits of the implementation, L4S has been adopted to support Augmented Reality (AR) video gaming traffic while using the IETF experimental standard Self-Clocked Rate Adaptation for Multimedia (SCReAM) for the congestion control. The results show that the video gaming traffic experiences lower delay when supported by L4S. Moreover, in all the cases analyzed, L4S provides an average application layer throughput above the minimum requirements of a high-rate latency-critical application, even at high system loads. Furthermore, the packet loss rate has been significantly reduced thanks to L4S. If it is used in a combination with a Delay Based Scheduler (DBS), a packet loss rate very close to zero has been reached.
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