Distributed Video Systems Chapter 4 Network Technologies

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Distributed Video Systems Chapter 4 Network Technologies Jack Yiu-bun Lee Department of Information Engineering The Chinese University of Hong Kong Contents 4.1 Introduction 4.2 Multiple Access Protocols 4.3 Network Software 4.4 Reference Models 4.5 Network Hardware 4.6 High-Speed Technologies 4.7 Video Delivery - LAN 4.8 Video Delivery - WAN 4.9 Video Delivery - Internet Distributed Video Systems - Network Technologies 2

4.1 Introduction Basic Concepts Classification by Transmission Technology: Broadcast networks Point-to-point networks Broadcast Networks A single communication channel is shared by all hosts. A host sends packets on the channel, which are then received by all hosts. An address field within a packet is used to identify the intended receiver. Special addresses: Broadcast address & multicast address Distributed Video Systems - Network Technologies 3 4.1 Introduction Basic Concepts Broadcast Networks Two or more hosts attempting to transmit will result in a collision. A Medium Access Sublayer is needed to arbitrate accesses from multiple network devices to a shared broadcast network. Network Device A Network Device B Network Device C Broadcast Network Distributed Video Systems - Network Technologies 4

4.1 Introduction Basic Concepts Point-to-Point Networks Each communication channel links up two hosts. To go from one host to another, intermediate hosts may need to be traversed (routing). A B D F C E Distributed Video Systems - Network Technologies 5 4.1 Introduction Basic Concepts Classification by Scale or Distance Distributed Video Systems - Network Technologies 6

4.1 Introduction Local Area Networks (LANs) Restricted in size (up to one km) Mostly are broadcast networks Speeds range from 10Mbps to 100Mbps Low error rate Low latency c:\>ping 137.189.97.120 Pinging 137.189.97.120 with 32 bytes of data: Reply from 137.189.97.120: bytes=32 time<10ms TTL=128 Reply from 137.189.97.120: bytes=32 time<10ms TTL=128 Reply from 137.189.97.120: bytes=32 time<10ms TTL=128 Reply from 137.189.97.120: bytes=32 time<10ms TTL=128 Distributed Video Systems - Network Technologies 7 4.1 Introduction Wide Area Networks (WANs) Spans large geographical area (country or continent). Connects subnets in a local area (LAN). Distributed Video Systems - Network Technologies 8

4.2 Multiple Access Protocols Static Channel Allocation Principle Divide the broadcast channel among all stations. Time Division Multiplexing (TDM) 0 1 2 3 4 0 1 2 3 4 0 1 2 3 4... Advantages Simple; Deterministic delay. Disadvantage Poor channel utilization if traffic is bursty; Difficult to accommodate stations with different bandwidth requirements Distributed Video Systems - Network Technologies 9 4.2 Multiple Access Protocols Dynamic Channel Allocation Principle Channel assignments are dynamically determined. A collision will occur if more than one device access the channel at the same time. A multiple access protocol is used to arbitrate channel access and to recover from collision. Advantage Better channel utilization through statistical multiplexing of bursty traffics. Disadvantages Higher complexity; Delay may become non-deterministic if collisions can occur. Distributed Video Systems - Network Technologies 10

4.2 Multiple Access Protocols ALOHA Invented in 1970s by Norman Abramson & his colleagues. Two variants The original ALOHA, called Pure ALOHA and; Slotted ALOHA Pure ALOHA Each station transmits freely w/o any restriction. Collisions can occur and is detected by the senders. If collision occurs, a sender will wait for a random amount of time and then sends again. Why wait random amount of time? Otherwise the collision will repeat forever if two or more stations starts their transmission at the same time instance. Distributed Video Systems - Network Technologies 11 4.2 Multiple Access Protocols ALOHA Slotted ALOHA Time is divided into discrete intervals (slots), each corresponding to one frame. A station can only transmit at beginning of a time slot. Performance (why better?) Distributed Video Systems - Network Technologies 12

4.2 Multiple Access Protocols Carrier Sense Multiple Access (CSMA) Protocols Principle Reduce collision by monitoring the channel (carrier sense) for any transmission in progress. 1-Persistent CSMA A station will listen to the channel before sending a frame. The station will wait if the channel is busy (in use). The station will start transmission when the busy becomes idle. Can collision be completely avoided? No! Why? When a collision occurs, the affected station(s) will wait a random amount of time and restart again. Distributed Video Systems - Network Technologies 13 4.2 Multiple Access Protocols Carrier Sense Multiple Access (CSMA) Protocols 1-Persistent CSMA A problem: what will happen if two stations detected a busy channel after attempting to transmit? They will collide for sure! Nonpersistent CSMA Same as 1-Persistent CSMA excepts: If the channel is busy, the station will not wait for it to become idle. The station will just wait for a random amount of time and check the channel again. This prevents two (or more) waiting stations from colliding when a busy channel becomes idle. Distributed Video Systems - Network Technologies 14

4.2 Multiple Access Protocols Carrier Sense Multiple Access (CSMA) Protocols p-persistent CSMA Applies to slotted channels. If the channel is idle, a station transmits with prob. p. With prob. q=(1-p), it will wait until the next time slot. If next time slot is also idle, then repeat. A busy channel is treated as collision, except the initial time slot, in which case it just wait for the next time slot & repeat. Distributed Video Systems - Network Technologies 15 4.2 Multiple Access Protocols Carrier Sense Multiple Access (CSMA) Protocols Performance Offered load Distributed Video Systems - Network Technologies 16

4.2 Multiple Access Protocols Carrier Sense Multiple Access (CSMA) Protocols CSMA with Collision Detection (CSMA/CD) Reduce wasted bandwidth due to collision by stopping transmission as soon as collision is detected. (1) A B (2) A B (3) A Collision B (4) A B Collision is detected by B Distributed Video Systems - Network Technologies 17 4.2 Multiple Access Protocols Carrier Sense Multiple Access (CSMA) Protocols CSMA with Collision Detection (CSMA/CD) Collision Detection What is the maximum time to detect a collision? A B A starts tx at t 0 Signal Propagation Speed = C meters per second Cable Length = L meters Collision occurs at t 0 + (L/C) A B Collision is detected by B A Collided garbage propagates back to A B Garbage reaches A at t 0 + (L/C) + (L/C) A Collision is detected by A B Distributed Video Systems - Network Technologies 18

4.3 Network Software Protocol Hierarchies Network systems are broken down into multiple layers. Each layer offers a well-defined interface to provide services to the upper layers. Distributed Video Systems - Network Technologies 19 4.3 Network Software Protocol Hierarchies A protocol is defined at each layer for exchanging information between two peers. Distributed Video Systems - Network Technologies 20

4.3 Network Software Protocol Processing Headers are added and removed A message may be broken down into multiple segments Distributed Video Systems - Network Technologies 21 4.3 Network Software Protocol Software A protocol layer provides services to upper layers. Types of Services Connection-Oriented versus Connectionless Services Connection setup required? Analogy: Telephone versus Postal Mail Reliable versus Unreliable Services Automatic recover from errors? Stream versus Message Services Preserve message boundary? Quality-of-service (QoS) guarantees Delay and delay jitters Maximum loss rate Average and peak bandwidth, etc. Distributed Video Systems - Network Technologies 22

4.4 Reference Models What? A reference model is an architecture for layered network communications. The OSI Reference Model Developed by the International Standards Organization (ISO). The model is called Open Systems Interconnection (OSI). Consists of seven layers. Distributed Video Systems - Network Technologies 23 4.4 Reference Models The OSI Reference Model Distributed Video Systems - Network Technologies 24

4.4 Reference Models The OSI Reference Model Physical Layer Concerns transmitting raw bits (0 and 1) over a physical communication channel (copper wire, fibre optic cable, wireless media). Data Link Layer Provides a service which is free of undetected transmission errors. Optionally provides error control and flow control. Coordinating transmissions and receptions on the same link. Resolve contentions in broadcast networks. Distributed Video Systems - Network Technologies 25 4.4 Reference Models The OSI Reference Model The Network Layer Concerned with controlling the operation of the subnet. Handles routing of a packet from source to destination. Handles congestions. Keeps accounting information if needed. Converts between incompatible addressing schemes and packet formats. The Transport Layer Provides an error-free connection on an end-to-end basis. (Unreliable messages service is also possible.) Handles upward and downward multiplexing. Handles name resolution across the entire network. Handles flow control between sender and receiver. Distributed Video Systems - Network Technologies 26

4.4 Reference Models The OSI Reference Model The Session Layer Provides session management dialogue control token management synchronization or crash recovery The Presentation Layer Concerns the syntax and semantics of the information transmitted Performs information encoding and decoding to facilitate the exchange of information Text: ASCII versus Unicode Numbers: byte ordering and byte size differences Distributed Video Systems - Network Technologies 27 4.4 Reference Models The OSI Reference Model The Application Layer Defines the protocols and services for a specific application. Examples: File Transfer (FTP) Email (SMTP, POP3) WWW (HTTP) Network News (NNTP) Distributed Video Systems - Network Technologies 28

4.4 Reference Models The TCP/IP Reference Model Not defined in the model These are all reference models. Distributed Video Systems - Network Technologies 29 4.4 Reference Models The TCP/IP Reference Model Protocols and Networks This is a protocol stack conforming to the TCP/IP reference model. Distributed Video Systems - Network Technologies 30

4.4 Reference Models The TCP/IP Reference Model The Internet Layer Protocol used: Internet Protocol (IP) Assumes a packet-switching network Connectionless Handles routing of IP packets Handles congestion Similar to OSI s network layer Distributed Video Systems - Network Technologies 31 4.4 Reference Models The TCP/IP Reference Model The Transport Layer Protocol one: Transmission Control Protocol (TCP) Provides a reliable, connection-oriented, stream service. Handles data packetization and reassembly. Handles flow control, sequencing, and error recovery. Handles designation among processes in the same host by means of service port numbers. Protocol two: User Datagram Protocol (UDP) Provides an unreliable, connectionless, datagram service. Handles designation among processes in the same host by means of service port numbers. No flow control, sequencing, and error recovery. Distributed Video Systems - Network Technologies 32

4.4 Reference Models The TCP/IP Reference Model The Application Layer Services Protocols Virtual Terminal - TELNET File Transfer - FTP Electronic Mail - SMTP/POP3 Name Resolution - DNS Network News - NNTP World Wide Web - HTTP Network File System - NFS Network Management - SNMP Distributed Video Systems - Network Technologies 33 4.4 Reference Models What about video protocols? Video Protocols? Not defined in the model Distributed Video Systems - Network Technologies 34

4.5 Network Hardware The IEEE 802 Series Standards IEEE 802.1 - Introduction to the 802 series standards; IEEE 802.2 - Logical Link Control (LLC) Protocol IEEE 802.3 - CSMA/CD (Ethernet) IEEE 802.4 - Token Bus IEEE 802.5 - Token Ring IEEE 802.6 - Distributed Queue Dual Bus (MAN) Others FDDI (Fiber Distributed Data Interface) ATM (Asynchronous Transfer Mode) Distributed Video Systems - Network Technologies 35 4.5 Network Hardware Ethernet (IEEE 802.3) Broadcast Physical Network (CSMA/CD) Maximum end-to-end distance is 2500 meters Speed is 10Mbps shared by all stations on the network Cabling Distributed Video Systems - Network Technologies 36

4.5 Network Hardware IEEE 802.3 MAC Sublayer Protocol Frame format 10101010 10101011 Padding to ensure frame size 64 bytes Distributed Video Systems - Network Technologies 37 4.5 Network Hardware IEEE 802.3 MAC Sublayer Protocol Why set a minimum frame size at 64 bytes? For collision detection, Max time to detect collision is 2 x max. propagation time; Propagation time for 2500 meters with 4 repeaters is 25.6µsec. 10Mbps x 2 x 25.6µsec = 64 bytes! The Binary Exponential Backoff Algorithm Specifies the random waiting time after collision. Collision 51.2µsec For 1 st collision, waits either 0 or 1 time slots and retry; If collided again at retry, then randomly waits 0~3 time slots and retry; If collided again at 2 nd retry, then randomly waits 0~(2 3-1) slots & retry; After i th collisions, a random number between 0~(2 i -1) is choosen for waiting. After reaching 10, i will not further increase. After 16 collisions, the controller will give up. Distributed Video Systems - Network Technologies 38

4.5 Network Hardware IEEE 802.3 MAC Sublayer Protocol The Binary Exponential Backoff Algorithm Why not use fixed number of time slots for randomization? Consider using large value such as 0~1023; Delay will be significant if a collision occurs. Consider using small value such as 0~1; Collisions will reoccur very often if there are a large number of stations. For example, if 100 stations collide, they will keep colliding over and over again until 99 of them picked 0 and the remaining one picked 1. Distributed Video Systems - Network Technologies 39 4.5 Network Hardware IEEE 802.3 Performance Distributed Video Systems - Network Technologies 40

4.5 Network Hardware Ethernet (IEEE 802.3) Switched Ethernet A 802.3 LAN will eventually saturate when more and more stations are added. To increase capacity, one may upgrade to higher data rate such as 100Mbps or even 1Gbps. This approach is expensive because all network cards and associated equipment have to be upgraded (replaced). The Solution is Switched LANs! Distributed Video Systems - Network Technologies 41 4.5 Network Hardware Ethernet (IEEE 802.3) Switched Ethernet LAN Switch Backplane Switch (Commonly >1Gbps) Collision Domain Collision Domain Collision Domain Collision Domain Station 1 Station 2 Station 3 Station 4 Station 5 Station 6 Station 7 Station 8 Station 9 Station 10 Distributed Video Systems - Network Technologies 42

4.5 Network Hardware Ethernet (IEEE 802.3) Good Most popular Shortest delay at low load Simple protocol, passive cable Bad Substantial analog operation (carrier sense, collision detection) Frame size must be at least 64 bytes Non-deterministic delay (due to collision) No priorities Cable length limited to 2.5km at 10Mbps Performance deterioates at high load Distributed Video Systems - Network Technologies 43 4.5 Network Hardware Token Ring (IEEE 802.5) History Proposed by IBM Targeted at business networks Physical Layer Cabling: Shielded twisted pairs Data Rate: 1, 4, or 16Mbps MAC Sublayer Token passing, collision free. Distributed Video Systems - Network Technologies 44

4.5 Network Hardware Token Ring (IEEE 802.5) Data bits circulate around the token ring in one direction. Let data rate be R Mbps, then 1 bit is emitted every 1/R µsec. With signal propagation speed of 200m/µsec, each bit occupies 200/R meters on the ring. Distributed Video Systems - Network Technologies 45 4.5 Network Hardware IEEE 802.5 (Token Ring) Principles At each station, a 1-bit buffer is used to store and forward data. A 1-bit delay is introduced by each station. While in the buffer, a bit can be modified by the station. A special bit pattern called token circulates around the ring whenever all stations are idle. The ring must be long enough to contain the token (3 bytes). Distributed Video Systems - Network Technologies 46

4.5 Network Hardware IEEE 802.5 (Token Ring) Principles A station must first seize the token and removing it from the ring before transmitting. Hence collision is impossible. Ring Interface and Data Transmission Data generated by station will be removed by the sender. Listen Mode Transmit Mode Distributed Video Systems - Network Technologies 47 4.5 Network Hardware IEEE 802.5 (Token Ring) Ring Interface and Data Transmission Would there be any upper limit on frame size? No theoretical upper limits! When the last bit of a frame gone around and come back, the token is regenerated and the station switch back to listen mode. By default, the max. token holding time is 10ms. Distributed Video Systems - Network Technologies 48

4.5 Network Hardware IEEE 802.5 (Token Ring) Ring Interface and Data Transmission Problem The entire ring will become inoperable if the cable breaks somewhere. Solution Use wire center Driven by current from the station, if cable breaks or station goes down, the bypass relay will be released and the station bypassed. Distributed Video Systems - Network Technologies 49 4.5 Network Hardware IEEE 802.5 (Token Ring) Ring Maintenance Monitor Station One of the stations in a token ring act as a monitor station. Monitor station is elected (or re-elected if one goes down) by a special protocol. Maintenance Functions Regenerate token if it is lost (e.g. due to station crash); Detect ring breaks; Remove garbled frames; Remove orphan frames; Insert artifical delay if the ring is too short to hold the token (3 bytes). Distributed Video Systems - Network Technologies 50

4.5 Network Hardware Token Ring (IEEE 802.5) Good Fewer analog components Supports any cabling Resilience to cable failures (through the use of wire center) Supports priorities Excellent throughput and efficiency at high load Bad Substantial delay at low load (due to token passing) Malfunction monitor station can bring down the ring Less popular Distributed Video Systems - Network Technologies 51 4.6 High-Speed Technologies FDDI (Fiber Distributed Data Interface) A token ring running at 100Mbps on optical fibers. Max ring size is 200km, up to 1000 stations. Commonly used as backbone for connecting multiple LANs. Distributed Video Systems - Network Technologies 52

4.6 High-Speed Technologies Fast Ethernet A faster version of 802.3 Ethernet, running at 100Mbps. The max cable length is reduced by a factor of 10. Cabling Full Duplex A station can send and receive simultaneously. Distributed Video Systems - Network Technologies 53 4.6 High-Speed Technologies Gigabit Ethernet An even faster version of 802.3 Ethernet, running at 1000Mbps (1Gbps). Cabling: Fiber optic or CAT-5 UTP The good thing about 802.3 series of Ethernet is that they are compatible with each other. Distributed Video Systems - Network Technologies 54

4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) Designed to integarte all existing types of communication networks, including Plain Old Telephone Service (POTS) Public Switched Data Networks (PSDN) Telephone company call management network (SSN7) Cable Television Network Video-on-Demand Service Network Distributed Video Systems - Network Technologies 55 4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) Basic ATM Technology Packet switching with small packets (53 bytes) called cells. Bytes 5 48 Header User data An ATM cell Connection-oriented, guarantees in-sequence but not delivery. Speeds range from 25Mbps to 622Mbps and further. Supports Quality-of-Service (QoS) on a connection. Delay, delay jitter, average and peak bandwidth, loss rate, etc. Distributed Video Systems - Network Technologies 56

4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) The ATM Protocol Stack Distributed Video Systems - Network Technologies 57 4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) ATM Layer (Network Layer) Connection-oriented. Use fixed-size (53 bytes) packets called ATM cells. ATM Adaptation Layer (Transport Layer, sort of) Adds functionalities to provide specific services to different classes of applications. Distributed Video Systems - Network Technologies 58

4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) Types of ATM Adaptation Layer Protocols AAL 1, AAL2, AAL 3/4, AAL 5 AAL 1 Services For real-time, constant bit rate, connection-oriented, stream traffic. Applications Such as uncompressed audio and video or A/V compressed using Constant-Bit-Rate (CBR) compression. Error Control Notify application of cell loss, no automatic recovery. Distributed Video Systems - Network Technologies 59 4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) AAL 2 Services For variable-bit-rate, connection-oriented, datagram traffic. Applications A/V compressed using Variable-Bit-Rate (CBR) compression. Catch! AAL 2 is not usable because the standard does not specify length of header fields. This is intentional(!) because AAL 2 has many problems which cannot be solved in time for standardization. Distributed Video Systems - Network Technologies 60

4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) AAL 3/4 Originally two protocols, AAL 3 & AAL 4, for connection-oriented & connection-less services respectively. Later merged into a single protocol due to too much overlapping functions. Services (2 modes) Supports stream & message, reliable & unreliable delivery. Supports multiplexing: Distributed Video Systems - Network Technologies 61 4.6 High-Speed Technologies Asynchronous Transfer Mode (ATM) AAL 5 History AAL 1 to 3/4 are primary designed by the telecom industry. AAL 5 is designed by the computer industry. Similar to AAL 3/4 but more efficient. Services Reliable, non-real-time, with flow control. Unreliable, non-real-time, unicast & multicast. Stream or message modes. Applications Transporting IP packets over AAL 5. Distributed Video Systems - Network Technologies 62

4.7 Video Delivery - LAN LAN-Based VoD Systems Characteristics Good Points: Cost of network equipment is relatively low; Most hardware and software are off-the-shelve products; Mature and open platforms; Network bandwidth can easily be added; System expansion is easy; Can coexist with existing computer applications. Limitations: Geographical span is limited to a few kilometers; Limited user population; More computer oriented (more demanding on the user). Distributed Video Systems - Network Technologies 63 4.7 Video Delivery - LAN LAN-Based VoD Systems Shared Broadcast Networks (Ethernet) Very low cost; Very limited network capacity; Collisions further reduces network throughput; Network is the bottleneck. Video Server Ethernet Hub Video Clients A 10Mbps shared Ethernet segment can support 5~7 MPEG-1 video streams. Distributed Video Systems - Network Technologies 64

4.7 Video Delivery - LAN LAN-Based VoD Systems Switched Broadcast Networks (Switched Ethernet) Each switched-port is independent and has dedicated bandwidth (10Mbps for Ethernet, 100Mbps for FastEthernet); More expensive hardware (switch); More scalable (i.e. expandable to more users); Off-the-shelve switches have 2~10Gbps capacity; Video server is likely to be the bottleneck. Video Server Network switch e.g. Ethernet, FastEthernet. Video Clients Distributed Video Systems - Network Technologies 65 4.7 Video Delivery - LAN LAN-Based VoD Systems Mixed Switched and Shared Broadcast Networks More cost-effective than pure switch-based solution. Video Server Ethernet Switch switched Ethernet Hubs Collision Domain Video Clients Distributed Video Systems - Network Technologies 66

4.8 Video Delivery - WAN WAN-Based VoD Systems Challenges Large geographical area; Large user population; Must coexist with the POTS (Plain Old Telephone System); Cost of network equipment is relatively high; Network bandwidth is expensive to add; Network delay is much higher than LAN; Upstream bandwidth is limited; A substantial part of the infrastructure is analog. Distributed Video Systems - Network Technologies 67 4.8 Video Delivery - WAN WAN-Based VoD Systems Analog Near Video-on-Demand Approach NVoD Server MUX RF Tuner Set-top box TV RF Mod Set-top box TV NVoD Channels Cable Network (Coax) Distributed Video Systems - Network Technologies 68

4.8 Video Delivery - WAN WAN-Based VoD Systems Analog Near Video-on-Demand Approach Low-cost Utilizing existing cable network infrastructure; Simple set-top box (just a RF-tuner); Coexist with broadcast and cable TV channels; Independent of number of users. Limited Interactive Control No reverse path for control signalling (use the phone); Limited number of channels on a cable (a 450Mhz plant using 6Mhz analog channels supports ~70 channels); Not true VoD (e.g. waiting time ~15 minutes); Little or no VCR control; Limited number of movie selections. Distributed Video Systems - Network Technologies 69 4.8 Video Delivery - WAN WAN-Based VoD Systems Hybrid Fiber Coax (HFC) Approach Broadcast Channels Analog Analog Video Acting as RF tuner TV Video Server MUX VoD Digital Cable Network (Coax) Compressed Digital Video Data Decompress video data and output analog video Distributed Video Systems - Network Technologies 70

4.8 Video Delivery - WAN WAN-Based VoD Systems Hybrid Fiber Coax (HFC) Approach Bandwidth Assume a 750 Mhz cable network; Each 6 Mhz channel can carry 1 analog video channel or 40 Mbps digital data; One 6 Mhz channel can carry ~10 MPEG-2 streams; Example: Delivers 70 analog video broadcast channels using 450 Mhz; Delivers 500 VoD streams in the remaining 300 Mhz bandwidth. Distributed Video Systems - Network Technologies 71 4.8 Video Delivery - WAN WAN-Based VoD Systems Approaches Using Twisted-Pair Telephone Cables Asymmetric Digital Subscriber Line (ADSL) ~6 Mbps downstream bandwidth shared by VoD, POTS and ISDN services. High-speed Digital Subscriber Line (HDSL) 1.544 Mbps full duplex bandwidth. Asynchronous Transfer Mode (ATM) >10 Mbps bandwidth. Distributed Video Systems - Network Technologies 72

4.8 Video Delivery - WAN WAN-Based VoD Systems Approaches Using Twisted-Pair Telephone Cables TV, Cable ATM Cells ATM Cells Video Server Digital MUX VoD Video Server Digital MUX Digital MUX VoD ATM Cells SONET Ring Decompress video data and output analog video Distributed Video Systems - Network Technologies 73 4.9 Video Delivery - Internet Internet-Based VoD Systems Challenges Non-stationary, unpredictable network performance; High packet loss rate; Long delay; Limited MTU size; Very limited support for multicast. Current Status Delivering high-quality video over the Internet is not feasible today; Delivering low-frame-rate, low-quality video is possible; The network is the limitation, not the protocols. Distributed Video Systems - Network Technologies 74

4.9 Video Delivery - Internet Approaches Video over standard HTTP (i.e. TCP) Allows streaming directly from web server; Limited VCR control; Poor performance due to TCP; As interim solution only. Video over UDP or IP Requires dedicated video server; Full VCR control can be supported; Better performance due to application-specific flow control and error control; The preferred solution in serious applications. Distributed Video Systems - Network Technologies 75