For as long as I can remember, the telecom industry has talked about
quality-of-service, both on fixed and mobile networks. There has always
been discussion around "fast lanes", "bit-rate guarantees" and more
recently "network slicing". Videoconferencing and VoIP were touted as
needing priority QoS, for instance.
There have also always been predictions about future needs of
innovative applications, which would at a minimum need much higher
downlink and uplink speeds (justifying the next generation of access
technology), but also often tighter requirements on latency or
predictability.
Cloud gaming would need millisecond-level latency, connected cars would send terabytes of data across the network and so on.
We see it again today, with predictions for metaverse applications
adding yet more zeroes - we'll have 8K screens in front of our eyes,
running at 120 frames per second, with Gbps speeds and sub-millisecond
latencies need to avoid nausea or other nasty effects. So we'll need 6G
to be designed to cope.
The issue is that many in the network industry often don't realise
that not every technical problem needs a network-based solution, with
smarter core network policies and controls, or huge extra capacity over
the radio-network (and the attendant extra spectrum and sites to go with
it).
Often, there are other non-network solutions that achieve (roughly)
the same effects and outcomes. There's a mix of approaches, each with
different levels of sophistication and practicality. Some are elegant
technical designs. Others are best described as "Heath Robinson" or
"MacGyver" approaches, depending on which side of the Atlantic you live.
I think they can be classified into four groups:
- Software: Most obviously, a lot of data can
be compressed. Buffers can be used to smooth out fluctuations. Clever
techniques can correct for dropped or delayed packets. There's a lot
more going on here though - some examples are described below.
- Hardware / physical:
Some problems have a "real world" workaround. Sending someone a USB
memory stick is a (high latency) alternative to sending large volumes of
data across a network. Phones with dual SIM-slots (or, now, eSIM
profiles) allow coverage gaps or excess costs to be arbitraged.
- Architectural:
What's better? One expensive QoS-managed connection, or two cheaper
unmanaged ones bonded together or used for diverse routing? The success
of SDWAN provides a clue. Another example is the use of onboard compute
(and Moore's Law) in vehicles, rather than processing telemetry data in
the cloud or network-edge. In-built sound and image recognition in smart
speakers or phones is a similar approach to distributed-compute
architecture. That may have an extra benefit of privacy, too.
- Behavioural: The
other set of workaround exploit human psychology. Setting expectations -
or warning of possible glitches - is often preferable to fixing or
apologising for problems after they occur. Skype was one of the first
communications apps to warn of dodgy connections - and also had the
ability to reconnect when the network performance improved. Compare that
with a normal PSTN/VoLTE call drop - it might have network QoS, but if
you lose signal in an elevator, you won't get a warning, apology or a
simplified reconnection.
These aren't cure-alls. Obviously if you're running a factory, you'd
prefer not to have the automation system cough politely and quietly
tell you to expect some downtime because of a network issue. And we
certainly *will* need more bandwidth for some future immersive
experiences, especially for uplink video in mixed reality.
But recently I've come across a few examples of clever workarounds
or hacks, that people in the network/telecom industry probably wouldn't
have anticipated. They potentially reduce the opportunity for "monetised
QoS", or reduce future network capacity or coverage requirements, by
shifting the burden from traffic to something else.
The first example relates to the bandwidth needs for AR/VR/metaverse
connectivity - although I first saw this mentioned in the context of
videoconferencing a few years ago. It's called "foveated rendering".
(The fovea is the most dense part of the eye's retina). In essence, it
uses the in-built eye tracking in headsets or good quality cameras. The
system know what part of a screen or virtual environment you are
focusing on, and reduces the resolution or frame-rate of the other
sections in your peripheral vision. Why waste compute or network
capacity on large swathes of an image that you're not actually noticing?
I haven't seen many "metaverse bandwidth requirement" predictions
take account of this. They all just count the pixels & frame rate
and multiply up to the largest number - usually in the multi-Gbps range.
Hey presto, a 6G use-case! But perhaps don't build your business case
around it yet...
Network latency and jitter is another area where there are growing
numbers of plausible workarounds. In theory, lots of applications such
as gaming require low latency connections. But actually, they mostly
require consistent and predictable but low-ish
latency. A player needs to have a well-defined experience, and
especially for multi-player games there needs to be fairness.
The gaming industry - and also other sectors including future
metaverse apps - have created a suite of clever approaches to dealing
with network issues, as well as more fundamental problems where some
players are remote and there are hard speed-of-light constraints. They
can monitor latency, and actually adjust and balance the lags experienced by participants, even if it means slowing some participants.
There are also numerous techniques for predicting or anticipating
movements and actions, so network-delivered data might not be needed
continually. AI software can basically "fill in the gaps", and even
compensate for some sorts of errors if needed. Similar concepts are used
for "packet loss concealment" in VoIP or video transmissions. Apps can
even subtly speed up or slow down streams to allow people to "catch up"
with each other, or have the same latency even when distributed across the world.
We can expect much more of this type of software-based mitigation of
network flaws in future. We may even get to the point where sending
full video/image data is unnecessary - maybe we just store a
high-quality 3D image of someone's face and room (with lighting) and
just send a few bytes describing what's happening. "Dean turned his
head left by 23degrees, adopted a sarcastic expression and said 'who
needs QoS and gigabit anyway?' A cloud outside the window cast a
dramatic shadow half a second later". It's essentially a more
sophisticated version of Siri + Instagram filters + ChatGPT. (Yes, I
know I'm massively oversimplyifying, but you get the direction of travel
here).
The last example is a bit more left-field. I did some work last year
on wireless passenger connectivity on trains. There's a huge amount of
complexity and technical effort being done on dedicated trackside
wireless networks, improving MNO 5G coverage along railways, on-train
repeaters for better signal and passenger Wi-Fi using multi-SIM (or even
satellite) gateways. None of these are easy or cheap - the reality is
that there will be a mix of dedicated and public network connectivity,
with cities and rural areas getting different performance, and each
generation of train having different systems. Worse, the coated windows
of many new trains, needed for anti-glare and insulation, effectively
act as Faraday cages, blocking outdoor/indoor wireless signals.
It's really hard to take existing rolling-stock out of service for
complex retrofits, install anything along operational tracks / inside
tunnels, and anything electronic like repeaters or new access points
need a huge set of certifications and installation procedures.
So I was really surprised when I went to the TrainComms conference
last year and heard three big train operators say they were looking at a
new way to improve wireless performance for their passengers.
Basically, someone very clever realised that it's possible to laser-etch
the windows with a fine grid of lines - which makes them more
transparent to 4G/5G, without changing the thermal or visual properties
very much. And that can be done much more quickly and easily for
in-service trains, one window at a time.
I have to say, I wasn't expecting a network QoS vs. Glazing Technology battle, and I suspect few others did either.
The story here is that while network upgrades and QoS are important,
there are often highly inventive workarounds - and very motivated
software, hardware and materials-science specialists hoping to solve the
same problems via a different path.
Do you think a metaverse app developer would rather work on a cool
"foveated rendering" approach, or deal with 800 sets of network APIs and
telco lawyers to obtain QoS contracts instead? And how many
team-building exercises just involve hiring a high-quality boat to go
across a lake, rather than working out how to build rafts from barrels
and planks?
We'll certainly need faster, more reliable, lower-latency networks.
But we need to be aware that they're not the only source of solutions,
and that payments and revenue uplift for network performance and QoS are
not pre-ordained.
#QoS #Networks #Regulation #NetNeutrality #5G #FTTX #metaverse #videoconferencing #networkslicing #6G
An aggregation & marketplace tier for #ISPs, #AltNets and #infracos is emerging, among the UK fixed #broadband market's various groups:
- Incumbents with wholesale & retail units, although in theory separated - BT Retail & OpenReach, and VMO2 (Virgin) with its new wholesale JV Nexfibre (with Liberty Global & Infravia)
- AltNets with their own FTTP infrastructure solely for their own ISP retail services, eg Hyperoptic
- AltNets with FTTP for both inhouse ISP retail and wholesale to others
- Wholesale-only FTTP providers such as CityFibre
- Retail-only ISPs, such as Zen & TalkTalk, which buy wholesale fibre (and historically copper / FTTC)
The wholesale market is expanding rapidly, with infracos still building, Openreach accelerating (and trying to discount with its contentious Equinox 2 plan) and existing AltNets looking to supplement slow conversion of homes-passed to homes-connected by offering access to other ISPs.
But the patchwork quilt of wholesale FTTP is very messy. There is growing overbuild, lots of "passed" homes that need extra work to get to individual buildings (or inside them to flats), a mishmash of vendors and construction practices, variable-quality networks and processes - and ongoing consolidation and possible financial woes.
This brings a need for aggregation & simplification. There is both a "buy" and a "sell" side here.
Retail ISPs want access to well-defined and standardised wholesale fibre access, across multiple FTPP owners - both major players like Openreach and AltNets. They want to sell consistent products to end-customers, with promises on provisioning "live next Tuesday at 11am" or ways to deal with faults. They don't want 50 integration projects - but they do want good pricing.
The AltNets, meanwhile, want to be able to sell to those ISPs, even if they've built IT systems and processes that weren't originally designed for wholesale. They also need to conform to Ofcom's new one-touch-switching rules.
Maybe I'll think of a snappier term, but given that the #ConnectedNorth conference took place in Manchester, the term Open Access Solution as a Service, or #OASaaS, seems rather fitting...
There are already a number of OASaaS contenders. Some AltNets formed the Common Wholesale Platform | CWP in 2020. CityFibre is working on its own ecosystem, with Toob as its first partner. There's also The Fibre Café, Vitrifi & BroadbandHub - as well as TOTSCo which is purely focused on the one-touch switching process. Not all seem to focus equally on buy and sell sides.
I wonder if agreed standards or specs (or even regulation) are needed. Perhaps an equivalent to JOTS (Joint Operator Technical Specification) for shared/mobile infrastructure such as neutral host systems? We don't want OASaaS to look back in anger...