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    P/N 71-002670 Rev. A 0607 Inspired Innovation Application Note Spirent Network and Impairment Emulators Testing Triple Play Services Streaming Video• VoD • Multicasting • RTP • MGCP • MEGACO • H.323 June 2007 Spirent Communications, Inc. 1325 Borregas Avenue Sunnyvale, CA 94089 USA Email: sales-spirent@spirent.com Web: http://www.spirent.com Americas T: +1 800.SPIRENT +818 676.2683 Europe, Middle East, Africa T: +33 1 6137.2250 Asia Pacific T: +852 2511.3822 Copyright © 2007 Spirent Communications, Inc. All Rights Reserved. All of the company names and/or brand names and/or product names referred to in this document, in particular, the name “Spirent” and its logo device, are either registered trademarks or trademarks of Spirent plc and its subsidiaries, pending registration in accordance with relevant national laws. All other registered trademarks or trademarks are the property of their respective owners. The information contained in this document is subject to change without notice and does not represent a commitment on the part of Spirent Communications. The information in this document is believed to be accurate and reliable; however, Spirent Communications assumes no responsibility or liability for any errors or inaccuracies that may appear in the document. Spirent Communications White Paper Spirent Network and Impairment Emulators Testing Triple Play Services Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 The Technology: Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 The Technology: Voice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Testing Considerations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 In a Perfect World: The Performance Baseline . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Real-World Testing: The Reality Check . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Before and after . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Quality of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Voice Quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Video Quality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Buffer Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 PLC Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Channel Changing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Performance Thresholds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1 Spirent Communications White Paper Introduction The delivery of voice, video and data over an Internet Protocol (IP) network known as Triple Play provides service providers with new avenues for growth. The technology enables more intelligent services such as simultaneous viewing/recording of multiple programs, targeted advertising, on-screen caller ID and content control. In addition, providers have greater flexibility in bundling and marketing a range of services. However, new opportunities bring new challenges. Delivering voice and video over IP requires time-sensitive content to be sent over a network that may introduce packet delay, loss and reordering with limited bandwidth. A successful Triple Play solution must provide Quality of Experience (QoE) by compensating for negative conditions that occur in IP networks. Spirent Impairment Emulators allow test engineers to introduce those conditions in a controlled and repeatable fashion to predict QoE in actual networks. The Technology: Video IP Video typically uses MPEG-2 encapsulated in Real Time Streaming Protocol (RTSP) and IP. Video is a set of individual frames played at a rate sufficient to be perceived as smooth motion, typically 30 frames per second. However, transmitting 30 full frames per second requires more bandwidth than is practical on IP networks. The Moving Pictures Experts Group (MPEG) developed methods of reducing the required bandwidth by reducing the amount of information required to display the next frame in a sequence. MPEG compression divides video into a set of frames called a group of pictures (GOP). A GOP comprises three types of frames: I-frame (intra-frame), P-frame (predictive frame) and B-frame (bidirectional frame). An I-frame contains all the information required to display a frame. Spirent Network and Impairment Emulators—Testing Triple Play Services Introduction 2Spirent Communications White Paper A P-frame contains only changes from the preceding I-frame – information on the parts of the picture in motion, but no information on the parts of the picture that are static. The information contained in a P-frame is not sufficient to display a full image. It must be preceded by an I-frame. A B-frame is similar to a P-frame, but contains information that has changed from the preceding frame or will change in the following frame. In a GOP, I-frames are followed by P-frames and B-frames. The more I-frames, the better the video quality. I-frames are two or three times larger. A typical GOP will contain seven to ten frames in the pattern IBBPBBPBBP, although the order may be adjusted before transmission. A GOP is encapsulated into one IP packet. I1 B1 B2 P1 B3 B5 B6 P3 B7 B8 I2B4 P2 G.O.P. MPEG Frames Transmission Order I1 B1 Bidirectional coding B2 P1 B3 B5 B6 P3 B7 B8 I2B4 P2 Spirent Network and Impairment Emulators—Testing Triple Play Services The Technology: Video  Spirent Communications White Paper The Technology: Voice In addition to the Internet Protocol (IP), other protocols make VoIP possible. They can be divided into call setup and transport of the call itself. Transport Control Protocol (TCP) is the reliable-transport partner in the TCP/IP protocol suite. As a result, it is used to encapsulate call-signaling protocols to verify the call is established. However, TCP has too much overhead to efficiently transport the actual call. User Datagram Protocol (UDP), a connectionless transport protocol, is used to carry the voice packets. During call setup, a TCP connection between the two endpoints is established. This can involve the use of proxy, registration and redirect servers to locate the IP address of the called party. Once the TCP session is in place, the ring (called party) and ring back (calling party) tones are triggered and the parameters governing the call are negotiated. These can include master/slave settings for controlling the session, choice of codec (coder-decoder) and compression scheme, the type of call (voice/ video conference) and security settings such as encryption. Call setup/signaling protocols include H.225/Q.913, H.245, H.323, SIP, SDP, MGCP and MEGACO. H.323 terminal H.323 terminal H.323 terminal H.323 terminal Branch Office H.323 Gatekeeper and Gateway Site One H.323 Gatekeeper and Gateway Site Two H.323 Gatekeeper and Gateway Telecommuter H.323 terminal via high-speed connection H.323 terminal H.323 terminal ISP Network To PSTN Voice To other sites High-Speed Data Network Spirent Network and Impairment Emulators—Testing Triple Play Services The Technology: Voice Spirent Communications White Paper Once the call is established, the conversation is encoded or digitized (converted from analog signals to bits), compressed and split into groups of bytes to be encapsulated into payloads for transport across the network. It may also be encrypted. Real-time Transport Protocol (RTP) maintains packet sequence, since UDP doesn’t have the sequencing support provided by TCP. Real-time Transport Control Protocol (RTCP) is the companion protocol that provides out-of-band control information for an RTP flow. RTCP can provide feedback on Quality of Service (QoS) for the flow to a VoIP application, which can adjust differentiated services (DiffServ) parameters for the flow. Testing Considerations Triple Play is a complex application requiring the seamless operation of many functions. The transport must deliver the required bandwidth at appropriate service levels. Voice conversations must be sampled, coded and decoded, compressed and decompressed, packetized and depacketized, encrypted and decrypted. Signaling is required to establish voice connections and negotiate settings. More signaling is required to select video channels and Video on Demand programming. The system must be scalable to accommodate a sustainable customer base and the associated stress of channel zapping during peak times. Most importantly, the system must be able to deliver high voice and video quality over the deployed infrastructure. And, all of this must be delivered in the presence of data traffic. In a Perfect World: The Performance Baseline The first step in testing a Triple Play solution is to evaluate it in a test lab under optimum conditions. The infrastructure of the test lab should provide an environment with no packet loss, no packet reorder and minimal delay. As all aspects of the solution are tested, such as signaling capacity, voice capacity, voice quality (PESQ/ PSQM MOS scores), channel zapping, video quality, QoS schemes and scalability, the maximum performance limits of the system are determined. These limits establish the baseline to be used for comparison against the results of tests in a more realistic environment. Real-World Testing: The Reality Check Triple Play services are not delivered on an ideal network, but with other traffic through multiple devices and across infrastructure that spans significant distances. The result is an environment that presents some level of delay, impairment and bandwidth limitation, the severity of which depends on how well the network is engineered. To deliver Triple Play with confidence, test and debugging iterations are performed under conditions in which the solution will actually be deployed, and under worse conditions to account for equipment failure and disasters. Rather than test on a live network – which is expensive, impractical and not repeatable real-world testing is achieved by using network emulation in the test lab. Spirent Network and Impairment Emulators—Testing Triple Play Services Testing Considerations  Spirent Communications White Paper The tests performed during baselining are performed again with a Spirent Network and Impairment Emulator creating impairments such as packet loss, delay, bit errors, sequence errors or duplication in a controlled fashion. The emulator can also model the effects of high traffic load by constraining available bandwidth. Actual values used are determined by various methods. Determnng Network Emulaton Parameters Educated Guess Trial and Error Values known to affect the service can be tweaked to determine QoE thresholds. For example, MDI and V-Factor use jitter, sequence errors and packet loss, among other metrics, to measure video quality. Values for these impairments can be ramped up, both individually and jointly, to determine the breaking point for video quality scores. Results can be used to characterize the limits of a device or service. Pros: Granular control over specific impairment metrics, goal-seeking of performance thresholds. Cons: Can be time-consuming if not automated; combinations tested may not reflect real-world conditions. Network Management System or Protocol Analyzer A network management system or protocol analyzer can determine the performance of the live network on which the solution will be deployed. Measured values for packet loss, delay, duplication and sequence errors can be used to configure the emulator during testing. Pros: Test conditions reflect the actual conditions measured on the production network. Cons: Conditions in IP networks are not static. They vary over time as events such as traffic congestion, router flaps and topology changes occur. Testing with a single value averaged over time will not produce an accurate reflection of actual performance. Realistic testing requires impairments that change dynamically over time. Taking thousands of measurements over short intervals and automating the changes in configuration of the network emulator can accomplish this, but it can be complex and time consuming. Standards-Based Model A standard network model for IP network impairment can be used. TIA-921 and ITU-T G.1050 describe a Network Model for Evaluating Multimedia Transmission Performance over Internet Protocol based on actual network data provided by anonymous IP service providers and IP network equipment manufacturers. An algorithm uses typical LAN, access and core network characteristics as input and produces as output dynamic values for end-to- end packet delay, loss and reorder that vary over time in the same manner as conditions in deployed networks. Pros: The model more accurately reflects the way actual IP networks behave compared with other methods of testing. Cons: Since the impairments change dynamically, in the case of failure of a test case, the impairment that caused the failure may not be immediately clear and further troubleshooting may be required. Spirent Network and Impairment Emulators—Testing Triple Play Services Testing Considerations 6Spirent Communications White Paper Before and After Features susceptible to specific impairments are baselined and tested in the presence of the impairments known to affect them. As issues are revealed, troubleshooting uncovers root causes and facilitates the debugging of applications or tuning of network parameters. This iterative process assures robust solutions and minimizes support costs. Quality of Service Real-time traffic is sensitive to packet loss. While packet-loss concealment (PLC) algorithms help to mask the effect of missing packets, there is a threshold beyond which PLC is ineffective. For video, the dropping of a single MPEG I-frame is noticeable. QoS is employed to guarantee delivery of voice and video with minimum latency. Different schemes may be used depending on implementation. Queues for real-time traffic must deliver packets with minimum loss, even in the presence of other, lower priority traffic. Bandwidth oversubscription should be tested to verify that lower priority traffic is dropped to accommodate voice and video. Impairment profiles can be configured based on where the QoS is implemented, such as in the experimental bits in the MPLS header (core network traffic engineering), the DSCP/ToS bits in the IP header (aggregation-level QoS) or the 802.1p-bits in the VLAN tag (DSLAM or PON QoS). Voice Quality Voice quality can be affected by network jitter, sequence errors, jitter discards (frames discarded due to arriving too late) and packet loss. Implementations are tested against multiple loss profiles, from periodic and random loss rates to burst loss events associated with traffic congestion, route failure and route flapping. Acceptable quality thresholds are established for each loss profile. Spirent Network and Impairment Emulators—Testing Triple Play Services Before and After 7 Spirent Communications White Paper Video Quality QoE measures of experience for IP video can be categorized into those that measure network statistics and those that measure the content itself. Media Delivery Index (MDI), specified in IETF RFC 4445, predicts the quality of packet video by measuring network statistics such as packet jitter, loss and sequence errors. V-Factor assesses the quality of packet video by inspecting the content of the MPEG frames themselves. Both scores will be affected by emulation of network jitter, sequence errors, jitter discards (frames discarded due to arriving too late) and packet loss. However, MDI will not detect corruption of video content if that corruption doesn’t result in a discarded packet. An impairment emulator that modifies payloads with checksum correction or drop specific frames (such as I-Frames) will test this scenario. Results will mirror those of a V-Factor test. Buffer Size Buffers are targeted specifically to addressing issues of mis-ordered packets and jitter. Quality or performance scores from baseline tests should be compared to results as re-order and jitter are applied in a controlled fashion. As breaking points are established, adjustments to buffering can be tested to known values to discover optimum buffer design and configuration. PLC Algorithms PLC is targeted at packet loss. Implementations are tested against multiple loss profiles, from periodic and random loss rates to burst loss events associated with traffic congestion, route failure and route flapping. Performance thresholds are established for each loss profile. Channel Changing IP Video uses IGMP and multicast to efficiently transmit channels to multiple destinations. If Join/Leave requests are corrupted or dropped, it will affect channel zapping as requests are re-transmitted. The Anue GEM Network Emulator can be used to target IGMP requests to measure the effect of dropped requests. Spirent Network and Impairment Emulators—Testing Triple Play Services Before and After Spirent Communications White Paper Performance Thresholds When baselining performance, packet loss and sequence errors caused by the system under test may increase as thresholds are reached. When testing with impairments, the amount of impairment injected should be compared to the impairment measured by the analyzer to compare performance thresholds to the baseline thresholds. In addition, performance thresholds under realistic conditions determine service level parameters required for a sustainable implementation. Testing with network emulation offers a major advantage. It right sizes the engineering of a production network by avoiding needless and expensive over-engineering and eliminating the revenue-threatening consequences of under-engineering the network. Conclusion A successful Triple Play solution requires testing under real-world conditions to guarantee that it can provide viewer QoE by compensating for conditions in IP networks. Spirent Impairment Emulators enable engineers to predict application performance thereby reducing risk, accelerating time to market, and allowing for a smoother deployment with fewer problems and greater confidence. Spirent Network and Impairment Emulators—Testing Triple Play Services Conclusion Inspired Innovation