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Performance of RealPlayer Streaming Video Over

Performance of RealPlayer Streaming Video Over
Performance of RealPlayer Streaming Video Over

WPI-CS-TR-02-17May2002 FairPlayer or FoulPlayer?-Head to Head Performance of RealPlayer Streaming Video Over UDP versus TCP

by

Jae Chung

Yali Zhu and Mark Claypool

Computer Science Technical Report Series

Computer Science Department

100Institute Road,Worcester,Massachusetts01609-2280

1 FairPlayer or FoulPlayer?-Head to Head Performance of RealPlayer Streaming Video Over

UDP versus TCP

Jae Chung,Yali Zhu and Mark Claypool

Computer Science Department

Worcester Polytechnic Institute

100Institute Road

Worcester,MA01609

goos|yaliz|claypool@https://www.doczj.com/doc/8b11459329.html,

Abstract—The growth in power and connectivity of to-day’s PCs promises a continued increase in streaming me-dia over the Internet.Hand-in-hand with the increase in streaming media comes the impending threat of unrespon-sive traf?c,often cited as the major threat to the stability of the Internet.The responsiveness of commercial stream-ing media applications will play an important role in the network impact of streaming media.Unfortunately,there are few empirical studies that analyze the responsiveness,or lack of it,of current streaming media products.In this work, we measure the responsiveness of RealVideo over UDP com-pared with RealVideo over TCP by simultaneously playing video clips selected from numerous RealServers on the In-ternet to two distinct video clients along the same network path.By varying the bottleneck bandwidth to the clients, we are able to analyze the“head-to-head”performance of RealVideo over UDP as compared to RealVideo over TCP, and correlate the results with network and application layer statistics.We?nd that most streaming RealVideo clips are not bandwidth constrained for typical broadband connec-tions,resulting in a fair share of link bandwidth used by both RealVideo over TCP and RealVideo over UDP.In times of congestion,most RealVideo over UDP does respond to In-ternet congestion by reducing the application layer encod-ing rate,often achieving a TCP-Friendly rate.In times of severe congestion,RealVideo over UDP gets a proportion-ately larger share of available bandwidth than does the same video over TCP.

Keywords—RealPlayer,Video Streaming,TCP,UDP, Fairness

I.I NTRODUCTION

The growth in power and connectivity of today’s com-puters has enabled streaming video across the Internet to the desktop.Increasingly,users can access online video clips through a Web browser by simply clicking on a link and having the Web browser start up an associated video player.Web sites today offer streaming videos of news broadcasts,music television,live sporting events and more.For example,in2001an estimated of350,000hours of online entertainment was broadcast each week over the Internet[1],with countless more hours downloaded on-demand.

While voice quality audio typically operates over a nar-row range of bandwidth(32-64Kbps),video operates over a much wider range of bandwidths.Video conferences and Internet videos stream at about0.1Mbps1,VCR qual-ity video at about1.2Mbps2,broadcast quality video at about2-4Mbps3,studio quality video at about3-6Mbps3, and HDTV at about25-34Mbps3.Uncompressed video can require hundreds and even thousands of Mbps.Thus, video applications have the potential to reduce their data rates when bandwidth is constrained but also have a po-tential to demand enormous amounts of bandwidths,often greater than the available network capacity.

While TCP is the de facto standard transport protocol for typical Internet applications,there are as of yet no widely accepted rate-based transport protocols for multi-media.Unlike typical Internet traf?c,streaming video is sensitive to delay and jitter,but can tolerate some data loss. In addition,streaming video typically prefers a steady data rate rather than the bursty data rate often associated with window-based network protocols.Recent research has proposed rate-based TCP-Friendly protocols in the hope that streaming media applications will use them[2],[3], [4],but such protocols are not yet widely part of any op-erating system distribution.For these reasons,stream-ing video applications often use UDP as a transport pro-tocol rather than TCP.Moreover,with the use of repair

H.261and MPEG-4

MPEG-1

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techniques[5],[6],[7],[8],packet losses can be par-tially or fully concealed,enabling streaming video to op-erate over a wide range of packet loss rates.Repair tech-niques can reduce the impact of loss on the quality of the video by the user,thus reducing the incentive for multi-media applications to reduce their bandwidth in the pres-ence of packet loss during congestion.Potentially high-bandwidth video over UDP using repair techniques sug-gests that video?ows may not be TCP-friendly or,even worse,that video?ows may be unresponsive to network congestion.

In the absence of end-to-end congestion control,TCP ?ows competing with UDP?ows reduce their sending rates in response to congestion,leaving the unresponsive UDP?ows to expand to use the vacant bandwidth,or, worse,contribute to congestion collapse of the Internet[9]. In light of this,recent research has explored router queue management approaches to identify and police unrespon-sive?ows[10],[11],[12],[13],[14],[15],[16].Such research often models unresponsive?ows as transmitting data at a constant packet size and constant packet rate (CBR)or,as”?rehose”applications,transmitting at an unyielding,maximum rate.However,commercial media products have been shown to not be strictly CBR[17], and,although using UDP,may respond to congestion at the application layer.A better understanding of the traf?c rates and responsiveness of current streaming media appli-cations may help create more effective network techniques to handle unresponsive traf?c.

The responsiveness of commercial streaming media products will play an important role in the impact of streaming media on the Internet.The use of commercial streaming products,such as the Microsoft Windows Me-dia Player and RealNetworks’RealPlayer,has increased dramatically[18].Unfortunately,there are few empirical studies that analyze the responsiveness,or lack of it,of current streaming media products.

This study measures the responsiveness of RealVideo over UDP compared with RealVideo over TCP by simul-taneous playing video clips selected from numerous dis-tributed Web servers to two clients along the same net-work path.We set up a network testbed where two clients streamed video through a network router we control,con-nected to the Internet via a broadband connection.We var-ied the bottleneck bandwidth to the clients by limiting the bandwidth of the router’s outgoing connection,allowing us to explore a range of congestion situations.The two clients then simultaneously streamed hundreds of selected videos with a variety of content and encoding formats from a diverse set of servers,while measuring packet loss rates and round-trip times of the connections as well as applica-tion level statistics such as encoding bandwidth and frame rate.By analyzing the“head-to-head”performance of the two video streams,we are able to assess the responsiveness of the video stream over UDP as compared to the video stream over TCP,and correlate the results with network and application statistics.

In analyzing our data,we make several contributions to better understanding the characteristics of potentially unresponsive streaming video on the Internet.We?nd that overall,most streaming RealVideo clips are not con-strained under bandwidth from a typical broadband con-nection,resulting in a fair share of link bandwidth for both RealVideo over TCP and RealVideo over UDP.In times of congestion,most streaming RealVideo does respond to Internet congestion by reducing the application layer en-coding rate.In times of severe congestion accompanied by high loss rates and/or high round-trip times,RealVideo over UDP gets a proportionately larger share of available bandwidth than does the same video over TCP.We also ?nd numerous incentives for video streams to use UDP rather than TCP,which suggests that potentially unrespon-sive streaming media over UDP will likely persist for some time.

The rest of this paper is organized as follows:Section II presents background on RealPlayer needed to understand-ing our results;Section III describes our approach to ob-tain a wide-range of Internet measurements;Section IV and V present and analyze the measurement data obtained; Section VI discusses our?ndings;Section VII summarizes our conclusions and Section VIII presents possible future work.

II.R EAL V IDEO B ACKGROUND RealPlayer,provided by RealNetworks4,is the most popular streaming media player on the US Internet,with over47%of the commercial market share[18].RealVideo content providers create streaming videos using a number of possible video codecs,convert it to RealNetworks’pro-prietary format and place it on an Internet host running RealServer.During creation,content providers select tar-get bandwidths appropriate for their target audience and specify other encoding parameters,such as frame size and frame rate,appropriate for their content.A RealServer then streams the video to a user’s RealPlayer client upon connecting.

RealServer and players primarily use Real Time Stream-ing Protocol5(RTSP)for the session layer protocol.Occa-sionally,RealServer will use HTTP for meta?les or HTML https://www.doczj.com/doc/8b11459329.html,

https://www.doczj.com/doc/8b11459329.html,/

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pages,and it may also be used to deliver clips to Re-alPlayer clients that are located behind?rewalls.For this measurement study,all the video clips selected used RTSP, as described in Section III-A.

At the transport layer,RealServer uses both TCP and UDP for sending data.The initial connection is often in UDP,with control information then being sent along a two-way TCP connection.The video data itself is sent using either TCP or UDP.By default,the actual choice of trans-port protocol used is determined automatically by the Re-alPlayer and RealServer,resulting in UDP about1/2the time and TCP the other half[19].The choice of UDP or TCP can also be speci?ed by the user[20].For our study, we speci?cally set RealPlayer to use UDP in some cases and TCP in others,as described in Section III-B. RealSystem supports an application level media scaling technology called SureStream in which a RealVideo clip is encoded for multiple bandwidths[21].When stream-ing a SureStream RealVideo clip,RealServer determines which encoded stream to use based on feedback from Re-alPlayer regarding the current network conditions.The ac-tual video stream served can be varied in mid-playout,with the server switching to a lower bandwidth stream during network congestion and then back to a higher bandwidth stream when congestion clears.We study the?exibility of SureStream scaling in Section V-F.

For each video clip,RealPlayer keeps a buffer to smooth out the video stream because of changes in bandwidth,lost packets or jitter.Data enters the buffer as it streams to RealPlayer,and leaves the buffer as RealPlayer plays the video clip.If network congestion reduces bandwidth for a few seconds,for example,RealPlayer can keep the clip playing with the buffered data.If the buffer empties com-pletely,RealPlayer halts the clip playback for up to20sec-onds while the buffer is?lled again.We measure the rate at which RealPlayer?lls the buffer in Section V-D.

III.A PPROACH

In order to empirically compare and contrast the perfor-mance of RealVideo over UDP with RealVideo over TCP, we employed the following methodology:

Select RealVideo URLs that use the Real Time Stream-ing Protocol(RTSP)using well known Web search engines (see Section III-A).

Construct a“head-to-head”environment for comparing network layer performance of two competing RealVideo streams,UDP and TCP,that simultaneously playout a Re-alVideo clip(see Section III-B).

Construct a“media scaling”environment for comparing the application layer behavior of non-competing UDP or TCP RealVideo streams(see Section III-C).

en-

the A.

search engines,such as Yahoo and Google,and randomly selected100RTSP RealVideo URLs from the search re-sults.Of the selected URLs,76are from the United States,9from Canada,8from the UK,6from Italy,and 1from Germany.While our selection method of using US/English based commercial search engines likely in?u-enced the predominance of North American URLs,our RealPlayer clients ran from North America and it is likely that there is typically strong locality of access for most streaming players.Other statistics on the selected Re-alVideo URLs(or clips)are available in Section IV and Section V-F.

B.Head-to-Head Comparison Environment

To compare the network layer performance of Re-alVideo over UDP and RealVideo over TCP,we had two RealPlayers,one using UDP and the other using TCP,si-multaneously stream video from the same URL,along the same network path,while we captured network statistics. As depicted in Figure1the two RealPlayers ran on sepa-rate PCs,attached to the same10Mbps hub.Each PC was equipped with Pentium III700MHz processor,128MB RAM and a UDMA-6615GB hard disk,and was running Linux kernel version2.4.Both PCs ran RealPlayer version 8.0.3,with one RealPlayer con?gured to use UDP and the other RealPlayer con?gured to use TCP.

While the testbed network setup did not guarantee that two streams with same source and destination address al-ways traveled the same network path,the relatively per-sistent characteristics of Internet routing[22]suggest they shared the same route in most cases.Also,any routing changes made during streaming applied to both TCP and UDP streams.

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The hub facilitated capturing network layer perfor-mance since packets destined to either PC were broad-casted to both PCs.We ran tcpdump6,a well-known net-work packet sniffer,on one PC to?lter and log the video stream packets.During pilot studies,we veri?ed that the packet?ltering and logging did not induce much CPU nor disk load and did not interfere with the video playout.At the end of each RealVideo stream,information such as the IP packet size and arrival time were extracted from the tcp-trace log using ethereal7and processed to obtain net-work layer statistics,such as throughput.

We wrote an expect script to automate the process of starting RealPlayer on each client and measuring net-work layer performance.For each RealVideo URL in our playlist(from Section III-A),the script contacted the Re-alServer to see if it was alive.If so,the script then started a tcpdump and a ping(at1second intervals)ping)to the server to obtain samples of the round-trip time and packet loss rate.Next,the script ran one RealPlayer on each of two client PCs simultaneously,one player using TCP to play the clip and the other player using UDP to play the clip.If more than a minute passed without tcpdump re-ceiving a packet,the script stopped the players and the log-ging,and produced the desired network layer performance statistics.

Initially,our testbed network was connected to our cam-pus LAN which is connected to the Internet via a15Mbps link8,and10“head-to-head”sets of experiments were car-ried out,but that setup showed few signs of network con-tention,making it dif?cult to measure the responsiveness of RealVideos.The UDP and TCP video streams shared bandwidth fairly as bandwidth was not constrained,a re-sult supported by an earlier study[23].In order to reduce the bottleneck bandwidth,the testbed was connected to a commercial DSL network that offers a maximum band-width of700Kbps,as shown in Figure1(without the token bucket?lter),and10“head-to-head”sets of experiments were carried out.Unfortunately,700Kbps was still not constrained enough to create a bottleneck for two typical RealVideo streams.

In order to more effectively control the incoming band-width,we set up a private router connected to the DSL con-?guration to enable us to created constrained bandwidth situations.We attached a software implementation of a Token Bucket Filter(TBF)9to the Ethernet card at the in-ternal network of the router,a Linux PC.The TBF queue https://www.doczj.com/doc/8b11459329.html,/

https://www.doczj.com/doc/8b11459329.html,/

https://www.doczj.com/doc/8b11459329.html,/Admin/Netops/MRTG/

https://www.doczj.com/doc/8b11459329.html,/archive/howto/Adv-Routing-HOWTO-7.html#ss7.3size was set to10Kbytes and the burst allowed(the max-imum number of tokens available during idle times)was set to1600Bytes,slightly larger than a typical1500Byte MTU.The token rate(available bandwidth)was set to600 Kbps,300Kbps,150Kbps and75Kbps.Note,since we have two streaming?ows,one TCP and one UDP,com-peting,their fair share is approximately half of each bot-tleneck bandwidth.With a?xed TBF queue size,the max-imum queuing delay increased as the available bandwidth decreased,as is typical of relatively narrow-band network connections.The DSL-TBF-075con?guration moded a typical narrow-band modem connection with a moderate queue that often results in a high queuing delay.Thus,we had DSL-TBF con?gurations as follows:

DSL-TBF-600:BW=600Kbps,MAX DELAY=133ms DSL-TBF-300:BW=300Kbps,MAX DELAY=267ms DSL-TBF-150:BW=150Kbps,MAX DELAY=533ms DSL-TBF-075:BW=75Kbps,MAX DELAY=1067ms For each DSL-TBF con?guration,we carried out two sets of“head-to-head”measurements,where each set played all video clips in the playlist.For consistency,this paper primarily analyzes the results from the DSL-TBF ex-periments(except for some LAN results in Section V-D), but the LAN and the original DSL measurement results were very similar to that of DSL-TBF-600.

C.Media Scaling Measurement Environment Streaming video can adjust to the available bandwidth during congestion by media scaling[24]where video en-coding is switched to a lower rate.As mentioned in Sec-tion II,RealSystem uses a media scaling technology called SureStream in which a RealVideo clip is encoded for mul-tiple bandwidths[21].The actual video stream served can be varied in mid-playout,with the server switching to a lower bandwidth stream during network congestion and then back to a higher bandwidth stream when congestion clears.

We sought to assess the ability of the RealPlayer appli-cation layer to respond to different levels of congestion.To do this,we needed to measure the number of scale levels typically used in RealVideos and the actual encoded band-width associated with each scale level.The metrics for application level responsiveness,then,are the number of media scales changes seen in a playout and the time taken for the application layer encoded data rate to drop to the available bandwidth during times of congestion.

To study media scaling in RealPlayer we used Real-Tracer,a tool developed for a previous study[19],which plays RealVideo streams and records application level statistics,including encoding rate.Unfortunately,Real-

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Fig.2.CDF of Video Clip Playout Lengths (All Runs)Tracer only runs on Microsoft Windows operating sys-tems,so we were not able to capture application layer per-formance statistics when measuring “head-to-head”net-work layer performance.

Instead,we set up an alternate environment in which one of the client machines in the DSL-TBF environment was booted with Microsoft Windows ME and equipped with RealPlayer 8Basic version 6.0.9and RealTracer version 1.0.We then ran a non-competing,single UDP or TCP stream for each URL in the playlist,while limiting the TBF incoming bandwidth to 35Kbps 10.We tried other TBF rates such as 25Kbps,150Kbps and 300Kbps to ensure we measured all possible scale levels (or encoded bandwidths)used for clip playouts.However,only 2sets of measurements,TCP for the entire playlist and UDP for the entire playlist,on the 35Kbps DSL-TBF con?guration is used to characterize the responsiveness of the RealVideo media scaling (see Section V-F).

IV.R ESULTS

Over the course of 2months,we streamed over a to-tal of 200hours of video from a cumulative total of over 4000video clips.Figure 2depicts a Cumulative Density Function (CDF)of the video playout lengths observed over all runs.The end time is recorded by subtracting the last time the end-host received packets from the start time of the clip.The median clip was about 3minutes,while the shortest and longest clip played out at 20seconds and 30minutes,respectively.

Of the original set of 100video clips,1clip could not be served by UDP,perhaps because of server ?rewall re-strictions.Also,21clips including the UDP restricted clip became completely unavailable after the initial selection.We removed these clips from further analysis.

Of the remaining 79clips in the playlist,about 30%

The queue was set to 5Kbytes for the 35Kbps DSL-TBF con?gu-ration.

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of their servers did not respond to ping packets,mak-ing them unavailable for loss and round trip time (RTT)analysis.For all RTT and loss analysis in this Section and in Section V-B,Section V-C and Section V-E,we removed the data from these clips.Note,however,that we did use the other data recorded for other analysis.

Figure 3depicts a CDF of the average RTTs obtained via ping probes for each bottleneck bandwidth.The 75Kbps connection had the highest round-trip times.For the 150-600Kbps connections,about 33%of the clips had the same RTT regardless of the bottleneck bandwidth since these clips stream at less than 150Kbps,and therefore do not suffer additional queuing delays at the router.For the remaining 70%of the clips,the lower the bottleneck band-width the higher the queuing delays,caused primarily by the 10Kbytes buffer at the bottleneck router.

Figure 4depicts a CDF of the loss rates obtained via ping probes for each bottleneck bandwidth.About 37%of the clips played with low bottleneck bandwidths had no loss,while about 50%of the clips played at higher bottle-neck bandwidths had no loss.Overall loss rates increase about 0.1%as bottleneck bandwidths decrease from 600Kbps to 300Kbps to 150Kbps to 75Kbps.

Figure 5depicts a CDF of the packet size for all the

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RealVideo clips over TCP and the RealVideo clips over UDP.In general,the TCP streams used larger packets than the UDP streams with a median UDP packet size of about 640Kbytes,and a median TCP packet size of about 1100Kbytes.Moreover,more than 30%of the TCP packets were equal to the typical network MTU,1500Bytes.A possible reason for the larger packet sizes over TCP is that while RealServers can control the application frame sizes to send,with TCP,those frames are often grouped and sent based on the current TCP window sizes.Although not shown in the graph,for the same bandwidth (in Kbps),the larger packets meant TCP streams sent fewer network packets than the UDP streams.

In order to provide background for the forthcoming analysis in Section V,we present two examples showing throughput versus time for a RealVideo stream over UDP going “head-to-head”with a RealVideo stream over TCP.Figure 6(top),shows an unconstrained network which allowed both UDP and TCP to stream as desired.During the ?rst part of each clip,both streams ?lled a delay buffer (as mentioned in Section V-D)at a higher data rate than the data playout rate.The UDP stream took an aggres-sive buffering approach,then slowly adapted to the net-work conditions.In contrast,the TCP stream more con-servatively increased the transmission rate during buffer-ing.Detailed analysis of RealVideo buffering over TCP and UDP is provided in Section V-D.

After the buffering phase,both UDP and TCP streamed at a steady,comparable playout rate since there was no congestion.The average bandwidth over the entire clip playout was relatively fair.Detailed analysis of RealVideo average bandwidth over TCP and UDP is provided in Sec-tion V-A.

During the playout phase,the bandwidth taken over 500ms intervals had about the same variance (was equally “smooth”)for both UDP and TCP.Detailed analysis of RealVideo smoothness over TCP and UDP is provided in

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Fig.6.Head-to-Head UDP versus TCP Streaming:FairPlayer

(top)and FoulPlayer (bottom)

Section V-G.

Figure 6(bottom),shows two video streams contend-ing for limited network bandwidth.During the ?rst part of each clip,UDP aggressively grabbed the available band-width,then slowly reduced its data rate as it encountered congestion.TCP,on the other hand,was severely lim-ited in bandwidth received until it slowly took up the bandwidth the UDP stream released.This unfairness in bandwidth persisted for nearly the entire clip,resulting in a lower average bandwidth for TCP than UDP.Detailed measurements of unfairness in average bandwidth for Re-alVideo over TCP versus UDP are provided in Section V-A,with analysis of TCP-Friendliness in Section V-E.Pos-sible reasons for bandwidth unfairness are provide in Sec-tion V-B and Section V-C.

At 30seconds,the TCP stream scaled its application layer data rate down to the lowest quality level (audio only),which allowed the UDP stream enough bandwidth room to scale up its quality level,creating an greater un-fairness.At 70seconds,the TCP stream increased its ap-plication data rate,causing the UDP stream to encounter congestion and decrease its application data rate.From 70to 130seconds,the average bandwidth for both streams was relatively fair.At 130seconds,the TCP stream again decreased its application data rate allowing the UDP

7 stream to twice increase its application data rate.How-

ever,for the?nal20seconds,the UDP stream scaled its

data rate down to match the TCP data rate,whereupon the

TCP stream scaled its data rate up to surpass that of UDP.

Detailed analysis of the behavior and role of application

level data rate scaling is provided in Section V-F.

V.A NALYSIS

In analyzing the responsiveness of RealVideo over UDP

compared with RealVideo over TCP,we?rst analyze band-

width aggregated over all clips and then compare head-to-head bandwidth use(Section V-A).Next,we explore correlations of bandwidth disparity with round-trip times (Section V-B)and loss rates(Section V-C).We then mea-sure the rate of initial buffering compared with the steady playout rate for both RealVideo over TCP and RealVideo over UDP(Section V-D).After that,we compare the band-widths of the TCP and UDP clips with a TCP-Friendly rate(Section V-E).We then move to the application layer where we analyze the application scaling capabilities(Sec-tion V-F).Lastly,we end with analysis of the smoothness of playout for RealVideo over UDP as compared with the smoothness of playout for RealVideo TCP(Section V-G).

A.Bandwidth

Figure7depicts CDFs of the average bandwidth used by TCP and UDP for each clip for bottleneck bandwidths of600,300,150and75Kbps.The TCP and UDP dis-tributions are nearly the same for the600Kbps bottle-neck bandwidths.However,as bandwidth becomes more constrained,the distributions separate,with UDP having a consistently higher distribution of bandwidths than TCP. We next analyze the head-to-head bandwidth for each pair of(TCP,UDP)clips.For each clip pair,in Figure8we plot an(,)point where is the average bandwidth used by the TCP stream and is the average bandwidth used by the UDP stream.The points for each bottleneck band-width are depicted by a different point style.The dashed 45degree line provides a reference for bandwidth equally shared by TCP and UDP.Points above the line indicate UDP received more average bandwidth while points below the line indicate TCP received more average bandwidth. The distance from the line indicates the magnitude of the average bandwidth difference.

From Figure8,while there are some points that lie along the equal bandwidth line,there are many cases of band-width disparity.The highest bandwidth playouts for the 600Kbps bottleneck bandwidths had the greatest band-width disparities.For the600Kbps bottleneck band-widths,there are visually as many points below the equal bandwidth line where TCP received more bandwidth as

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there are above the equal bandwidth line where UDP re-ceived more bandwidth.For the lower bottleneck band-widths,there are visually considerably more points above the equal bandwidth line,indicating UDP received more bandwidth.

We next analyze the bandwidth disparity relative to the bottleneck bandwidth available.For each clip pair,we subtract the UDP average bandwidth from the TCP aver-age bandwidth and divide the difference by the bottleneck bandwidth.Thus,equal sharing of bandwidth has a value of zero,a value of-1indicates UDP got the entire bot-tleneck bandwidth,and a value of+1indicates TCP got the entire bottleneck bandwidth.Figure9depicts CDFs of the normalized bandwidth differences for each bottleneck bandwidth.

For the600Kbps bottleneck bandwidth,about40%of the clips shared the bandwidth equally.As indicated by the region in the top right,about30%of the TCP clips got more bandwidth than their counterpart UDP clips while about20%of the UDP clips got more bandwidth than their counterpart TCP clips,as indicated by the region in the bottom left.The greatest bandwidth disparity was approx-imately half the bottleneck bandwidth.

For the lower bottleneck bandwidths,there were in-creasingly fewer clips with equal bandwidth.The UDP clips got substantially more bandwidth than did their TCP counterparts,as indicated by the large areas under the dis-tributions on the bottom left.For the300Kbps bottle-neck bandwidth,about60%of the UDP clips got more bandwidth than their TCP counterparts,and for the150 Kbps and75Kbps bottleneck bandwidths,about70%of the UDP clips got more bandwidth than their TCP coun-terparts.For300,150and75Kbps bottleneck bandwidths, about20%of the UDP clips got twice the normalize band-width of their TCP counterparts.For150and75Kbps bottleneck bandwidths,about20%of the UDP clips re-ceived more than80%more of the bottleneck bandwidth

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Fig.9.CDF of the Difference (TCP -UDP)in the Head-to-Head Average Bandwidth,Normalized by the Bottleneck Bandwidth (All Runs)

than their TCP counterparts.However,even for the low-est bottleneck bandwidths,there were still cases where the TCP clips got more bandwidth than their UDP counter-parts,as depicted by the areas above the distributions in the upper right.

In general,as bandwidth becomes more constrained,streaming RealVideo clips over UDP receive relatively more bandwidth than do streaming streaming RealVideo clips over TCP.

B.Round-Trip Time

We next analyze if bandwidth disparity increases with round-trip time.The data rate of TCP is paced by ac-knowledgments,so a higher round-trip time directly re-sults in a lower maximum throughput.The data rate of UDP,however,is not similarly constrained,suggesting that higher round-trip times may make the end-hosts slower to respond to congestion,thereby increasing the overall band-width used by UDP.

For each clip pair,we subtract the UDP average band-width from the TCP average bandwidth and graph the dif-ference versus the average RTT for that run.Figure 10depicts the difference versus RTT for all clips.The points below the horizontal zero line are runs in which the UDP clips got more bandwidth than their TCP counterparts,while the points above the horizontal zero line are runs in which the TCP clips got more bandwidth than their UDP counterparts.Visually,the UDP clips appear to have got-ten slightly more bandwidth as the RTTs get larger.The correlation coef?cient is -0.13.For reference,we also graph a least-squares line of the difference versus the RTT.We continue the round-trip time analysis in Figure 11which depicts the differences versus RTT for each bottle-neck bandwidth.For each bottleneck bandwidth,we graph a least-squares error line and compute the correlation co-

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Fig.10.Head-to-Head Difference (TCP -UDP)in Average

Bandwidth vs.Round-Trip Time for All Bottleneck Band-widths

ef?cient.For 600Kbps,the correlation with bandwidth difference and RTT is very slight.However,when band-width becomes constrained,as in the cases of 300,150and 75Kbps bottleneck bandwidths,there was a modest corre-lation between bandwidth difference and RTT,with UDP having gotten increasingly more bandwidth than TCP as the round-trip times increased.

In general,as round-trip time increases,streaming Re-alVideo clips over UDP receive relatively more bandwidth than do streaming RealVideo clips over TCP for band-width constrained conditions.C.Loss

We next analyze if bandwidth disparity increases with loss rate.The data rate of TCP is typically halved with each loss event,so a higher loss rate directly results in a lower maximum throughput.The data rate of UDP,how-ever,is not similarly constrained,suggesting that higher loss rates may be ignored or downplayed,thereby increas-ing the overall bandwidth used by UDP.

For each clip pair,we subtract the UDP average band-width from the TCP average bandwidth and graph the dif-ference versus the loss rate for that run.Figure 12depicts the difference versus loss rate for all clips.Visually,the UDP clips appear to get only slightly more bandwidth as the loss rates increase.The correlation coef?cient is -0.03.For reference,we also graph a least-squares error line of the difference versus the loss rate.

We continue the round-trip time analysis in Figure 13which depicts the differences versus loss rate for each bot-tleneck bandwidth.For each bottleneck bandwidth,we graph a least-squares error line and compute the corre-lation coef?cient.For 600Kbps,there is no correlation with bandwidth difference and loss rate.However,for all other bandwidth constrained conditions,the correlations

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Fig.12.Head-to-Head Difference (TCP -UDP)in Average

Bandwidth vs.Loss for All Bottleneck Bandwidths

between bandwidth difference and loss rate were moder-ate,with UDP having gotten increasingly more bandwidth than TCP as the loss rates increased.

In general,as loss rate increases,streaming RealVideo clips over UDP receive relatively more bandwidth than do streaming RealVideo clips over TCP for bandwidth con-strained conditions.D.Buffering Data Rate

As shown in the example at the end of Section IV,Re-alPlayer buffers data at an accelerated rate for the ?rst part of a clip.Analyzing the rate of this buffering rate versus steady playout rate may help to characterize the bursty na-ture of RealVideo streams.

The buffering rate was dif?cult to determine by look-ing at bandwidth during ?xed time periods,especially when TCP was contending for bandwidth.An aggressively buffering UDP stream often reduced the playout rate for the TCP stream for tens of seconds.After this time,the UDP stream might have ?nished buffering,allowing the TCP stream to increase its bandwidth to its normal buffer-ing rate.So,for each clip,we compute the maximum bandwidth averaged over 10second intervals taken over the ?rst 80seconds (calling this the buffering data rate )and compared this to the average bandwidth over the time from 100seconds until the clip ends (calling this the steady playout rate ).

Figure 14depicts the ratio of the average buffering data rate to the average steady playout rate for different steady playout rates.For reference,a ratio of 1indicates that the buffering data rate was equivalent to the steady playout rate.Low bandwidth clips buffered at up to 6times their average playout rate.Higher bandwidth clips buffered at relatively lower rates,possibly because total bandwidth re-strictions limited them from buffering at a higher rate.In order to determine if bandwidth restrictions limit

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Fig.11.Head-to-Head Difference (TCP -UDP)in Average Bandwidth vs.Round-Trip Time for Bottleneck Bandwidths of 600,

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TCP (All DSL-TBF Runs)UDP (All DSL-TBF Runs)

Fig.14.Ratio of Average Buffering Rate to Average Steady

Playout Rate versus Average Steady Playout Rate (All DSL-TBF Runs)

buffering rates,we ran a set of experiments with the bot-tleneck bandwidth being the campus LAN attached to the Internet via a 15Mbps link 11.In this setup,the LAN envi-ronment was relatively unconstrained,having a bottleneck bandwidth which was typically at least three times that of our 600Kbps bottleneck bandwidth.

Figure 15depicts a CDF of the ratio of the average buffering data rate to the average steady playout rate.The

https://www.doczj.com/doc/8b11459329.html,/Admin/Netops/MRTG/

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Fig.15.CDF of Ratio of Average Buffering Rate to Average

Steady Playout Rate for LAN

buffering rate to steady rate for UDP was nearly the same as that of TCP for 40%of the clips.For 60%of the clips,however,the ratio of buffering rate to steady for UDP was signi?cantly higher than that of TCP.For UDP,the “steps”in the CDF are at typical bandwidth encoding rates,where the buffering rate was a ?xed multiple of these rates.For TCP,the steep slope in the CDF at around 2suggests TCP streams typically buffered at a rate twice that of the steady playout rate.

In general,both RealVideo clips over UDP and Re-

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Fig.13.Head-to-Head Difference (TCP -UDP)in Average Bandwidth vs.Loss for Bottleneck Bandwidths of 600,300,150,and

75Kbps

alVideo clips over TCP buffer data at a signi?cantly higher rate than the steady playout rate,suggesting that overall RealVideo traf?c is bursty.E.TCP-(Un)Friendly

Although RealVideo over UDP may receive a dispropor-tionate share of bandwidth versus their TCP counter parts,this may be because RealVideo TCP clips transmit at less than their maximum rate.A more serious test of unfair-ness is whether RealVideo over UDP is TCP-Friendly in that its data rate does not exceed the maximum arrival of a conformant TCP connection in the same circumstances.The TCP-Friendly rate,Bps,for a connection is given by [9]:

Bottleneck Un-Friendly Bandwidth TCP

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Fig.18.Media Scaling Dynamics:Clip-65(top)and Clip-78

(bottom)(DSL:BW=35Kbps,Q=5Kbytes)

justing the application data rate to the network data rate is because TCP hides network information.RealPlayer over TCP can only measure application level goodput and not information on packet drop rates or network packet round trip times.RealPlayer over UDP,on the other hand,can more easily detect packet losses and measure round-trip times,allowing it to more quickly adjust the application data rate to the network rate.

Moreover,for high-quality videos not able to detect net-work congestion is critical.As evidenced by the TCP stream in the bottom graph of Figure 18,the server ?lls available TCP buffers with high quality video frames that must be delivered by the transport layer before it is able to scale down.For the user,this results in a large delay before frame playout begins as the high-quality frames are buffered over a low-bandwidth connection.Quantitatively,by looking at the end-time of transmission,the top graph of Figure 18shows that to play 3minutes of video,streaming over UDP took about 200seconds while streaming over TCP took more than 300seconds.In other words,stream-ing over UDP required 20seconds of buffering to play 3minutes of a video clip,while streaming over TCP required more than 2minutes of buffering to play the same clip.In Figure 19,the CDFs depict the number of media scale changes seen for each video clip,and summarize the rel-

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Fig.19.CDF of Media Scale Changes (DSL:BW=35Kbps,

Q=5Kbytes)

ative responsiveness of RealVideo to scale the application data rate to below the network bandwidth.Overall,UDP streams had more scale changes than did TCP streams.Also,Figure 19shows that about 20%(55%-35%)of the streams that scaled when streamed over UDP did not scale at all when streamed over TCP.

Figure 20summarizes the responsiveness of RealVideo media scaling based on how quickly the video stream adapted to the available bandwidth after streaming started.Speci?cally,we measure the time taken for the coded-bandwidth to drop under the inbound bandwidth limit,de-picted as the ?rst point under the 35Kbps limit for each stream in Figure 18.Figure 20shows that about 15%of video clips were low-quality and always required less than 35Kbps.Also,25%(40%-15%)of the video clips were able to adapt to the available bandwidth within a couple of seconds,independent of the transport protocol used.How-ever,for the remaining 60%of the clips,the TCP video streams took signi?cantly more time to adapt their scales to the available bandwidth.For example,80%of the UDP video streams adapted to the available bandwidth within 10seconds,while it took more than 25seconds for the same percentage of the TCP video streams to adapt.

In general,a signi?cant fraction of RealVideo clips are unable to adapt their application data rates to the avail-able network bandwidth,causing UDP streaming to be unfair under bandwidth constrained conditions.However,most RealVideo clips can,and do,scale their application data rates to the available network bandwidth.RealVideo streams over UDP can adjust their application data rate to the available bandwidth more ef?ciently than can Re-alVideo over TCP.G.Smoothness

Streaming media has more strict timing constraints than does traditional media.Streaming video requires not only

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Fig.20.CDF of Media Scale Adaptation Speed (DSL:BW=35

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a moderate to high bandwidth but also a smooth data rate.TCP’s acknowledgment based window advancement can result in a bursty data rate,especially for high round-trip times.Streaming media applications often cite these rea-sons in choosing UDP as a transport protocol.

For each clip,we calculate the “smoothness”of the net-work data rate by taking the ratio of consecutive band-widths measured over 500ms intervals.For example,if the data rate is 200Kbps for one time interval and 400Kbps the next time interval,the smoothness would be 2.If the data rate then dropped by half back to 200Kbps,it would be 0.5.Figure 21depicts CDFs of smoothness for each network bottleneck bandwidth.Both TCP and UDP were smooth for a bottleneck of 600Kbps.With bottle-neck bandwidths of 300,150and 75Kbps,both TCP and UDP became noticeably less smooth,with TCP often far less smooth than UDP.

In general,streaming RealVideo clips over UDP receive a smoother playout rate than do streaming streaming Re-alVideo clips over TCP for bandwidth constrained condi-tions.

VI.D ISCUSSION

OF

R ESULTS

In the current Internet,there are no concrete incentives for applications that use UDP to initiate end-to-end con-gestion control.In fact,at the network level,unresponsive applications may be “rewarded”by receiving more than their fair share of link bandwidth.As seen in Section V,streaming media over UDP can result in a higher average bandwidth rate than streaming media over TCP,primarily because competing TCP sources are forced to transmit at a reduced rate.Plus,as seen in Section V-F,it is more dif-?cult for the application layer to adjust the encoding rate to the available bandwidth when using TCP (because there is no API that gives you available bandwidth,for exam-ple).Lastly,as seen in Section V-G UDP often provides

a smoother media playout rate than TCP.Thus,there are strong application-oriented reasons for streaming media to use UDP rather than TCP,suggesting potentially high-bandwidth video over UDP may contribute to congestion collapse.

However,given the current climate where end-to-end congestion control,and even TCP-Friendly congestion control,is fundamentally important to the well-being of the Internet,there are likely social pressures for video software designers not to release products without some form of end-to-end congestion control.Moreover,an un-responsive “?re-hose”application,such as high quality video over a congested link,is ineffective from the ap-plication standpoint primarily because having a congested router randomly drop packets can cause more important data packets to be dropped.Instead,applications can sig-ni?cantly bene?t by using media scaling,as illustrated by RealPlayer in Section V-F to make intelligent decisions about which packets not to send beforehand,making low quality video over the same congested link quite effec-tive.Anecdotally,in our pilot tests with severe congestion,older versions of RealPlayer would continue to attempt to stream video,inducing even more congestion,while newer versions of RealPlayer would terminate the connection un-der the same conditions.Moreover,as shown in Section V-F,RealVideo over UDP clearly scales the application data rate to meet the available bandwidth.Thus,while it is not clear as to exactly what degree practical or social incen-tives are effective,they may be having a signi?cant impact.The higher buffering rate seen in Section V-D is ben-e?cial for users,but possibly harmful to the network.A higher buffering rate either allows the player to build up a larger buffer before beginning frame playback and thus better avoiding any unsmoothness caused by network jit-ter or transient congestion,or allows the frame playback to begin earlier.However,the increased buffering rate makes the streaming traf?c more bursty and,with UDP,it can cause even more unfairness versus other TCP ?ows.Overall,from the network point of view,the buffering rate should be limited to the playout rate.

VII.C ONCLUSIONS

The decreasing cost of powerful PCs and the increase in video content on the Web is fueling the growth of stream-ing video over the Internet.Unlike traditional applications,streaming video often uses UDP as a transport protocol rather than TCP,suggesting that streaming video may not be TCP-friendly or that streaming video may be unrespon-sive to network congestion.Since congestion control is fundamentally important to the health of the Internet,a better understanding of streaming video using UDP ver-

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Fig.21.Smoothness Ratio for Bottleneck Bandwidths of 600,300,150,and 75Kbps

sus TCP can help focus network layer research that detects and polices unresponsive ?ows,or transport layer research that develops better streaming protocols.

Commercial streaming video players,such as RealNet-works’RealPlayer,promise to have a large in?uence on the impact of streaming video on the Internet.While pre-vious empirical studies have focused on Internet traf?c in general or have concentrated on overall measurements of streaming applications,to the best of our knowledge,there have been no detailed studies on the responsiveness to con-gestion of commercial players streaming over UDP rela-tive to TCP.

In this work,we do “head-to-head”network perfor-mance comparisons of RealVideo streaming over UDP with RealVideo streaming over TCP.We set up a testbed that allows us to simultaneously stream two RealVideo clips,one over TCP and one over UDP,along the same network path.Our testbed also lets us control the net-work bottleneck bandwidth,thus allowing us to compare the responsiveness to congestion of the UDP and the TCP https://www.doczj.com/doc/8b11459329.html,ing our testbed,we stream over 1000video clips with a variety of content and encoding bandwidths selected from across the Internet.

Overall,we ?nd there are many incentives for Re-alVideo streams to use UDP versus TCP,including higher average bandwidth during congestion,smoother playout rate during congestion and more ef?cient application layer media scaling.

RealVideo over UDP typically receives the same band-width as that of RealVideo over TCP.Even during periods of packet loss,most RealVideo over UDP is TCP-Friendly.However,under constrained bandwidth conditions,Re-alVideo over UDP can get substantially more bandwidth than RealVideo over TCP.The bandwidth use gets increas-ingly unfair with an increase in packet loss rate and round-trip time.

Most RealServers can,and often do,scale the applica-

tion layer data rate in an attempt to match the network data rate.Application scaling tends to be coarser at higher lev-els of bandwidth but is often ?ne grained at lower levels of bandwidth.While application scaling can be an effec-tive means of responding to congestion,about 35%of Re-alVideos cannot do application scaling at all.Adjusting the application data rate to the network bandwidth is more dif-?cult when streaming over TCP versus UDP,most likely because TCP streams do not have as much information about the current network state as do the UDP streams.RealPlayers typically buffer video data for up to 40sec-onds at a much higher rate than the average playout rate.While bene?cial to the user,this initial burst of traf?c can cause considerable congestion and probably makes Re-alVideo network traf?c more dif?cult to manage.

When bandwidth is constrained,RealVideo streams over UDP typically playout at a smoother rate than Re-alVideo streams over TCP.However,both TCP and UDP streams are equally smooth when there is no contention for bandwidth.

VIII.F UTURE W ORK

This work is only another step in the analysis of stream-ing multimedia traf?c on the Internet,leaving many areas for future work.

The major commercial competitor to RealNetworks’RealPlayer is Microsoft’s Windows Media Player.A “head-to-head”performance comparison of MediaPlayer streaming over UDP might be bene?cial to understand the differences in responsiveness across commercial players.We intentionally selected pre-recorded video clips to help ensure consistency in the videos played out during each set of experiments.Live content,captured and served directly from a video camera or television,typically has different characteristics than does pre-recorded content.Future work could be to measure the performance of live RealVideo content on the Internet and compare it to that of

16

the pre-recorded RealVideo content in our study.

The work in this paper did not explore the relationship between perceptual quality of the video,in?uenced by ap-plication level metrics such as frame rate and jitter,and network metrics.A better understanding of the impact on perceptual quality on video streaming over UDP versus TCP might further aid in developing more effective ways to use a TCP-Friendly share of bandwidth.

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ual,”copyright2000,URL:https://www.doczj.com/doc/8b11459329.html,/help/player-/plus

(完整版)北师大版小学六年级数学毕业考试题及答案

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2018年北师大版小学六年级数学毕业试题共10套

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