Because the traffic from AP to station has experienced network jitter, it can be modelled the same way as the traffic model of video streaming. The video traffic goes through UDP/IP layer and then to MAC layer. Video traffic generation Traffic from AP to station: use the same steps in video streaming traffic model We assume bit rate for streaming 6 Mbps (1080/30p AVC) and 3 Mbps (1080/30p HEVC) K Video bit rate 20850 0.8099 6Mbps 3Mbps 10425 0.8099 Evaluation metrics MAC throughput, latency Gaming Traffic Model First Person Shooter (FPS) is a typical representative game of Massively Multiplayer Online (MMO) game. The FPS traffic model is considered to be a typical gaming traffic model, as it has additional requirements on, for instance, real time delay with irregular traffic arrivals. Gaming is a two-way single-hop video traffic. Gaming traffic can be modelled by the Largest Extreme Value distribution. The starting time of a network gaming mobile is uniformly distributed between 0 and 40 ms to simulate the random timing relationship between client traffic packet arrival and reverse link frame boundary. The parameters of initial packet arrival time, the packet inter arrival time, and the packet sizes are illustrated in the Table 6 [13]: 6: Parameters for gaming traffic model Distribution Parameters Component PDF DL UL DL UL Initial packet a=0, a=0, Uniform Uniform arrival (ms) b=40 b=40 Largest Largest Packet arrival a=50, a=40, Extreme Extreme time (ms) b=4.5 b=6 Value
Because the traffic from AP to station has experienced network jitter, it can be modelled the same way as the traffic model of video streaming. The video traffic goes through UDP/IP layer and then to MAC layer. Video traffic generation Traffic from AP to station: use the same steps in video streaming traffic model We assume bit rate for streaming 6 Mbps (1080/30p AVC) and 3 Mbps (1080/30p HEVC) Video bit rate K 6Mbps 20850 0.8099 3Mbps 10425 0.8099 Evaluation metrics MAC throughput, latency Gaming Traffic Model First Person Shooter (FPS) is a typical representative game of Massively Multiplayer Online (MMO) game. The FPS traffic model is considered to be a typical gaming traffic model, as it has additional requirements on, for instance, real time delay with irregular traffic arrivals. Gaming is a two-way single-hop video traffic. Gaming traffic can be modelled by the Largest Extreme Value distribution. The starting time of a network gaming mobile is uniformly distributed between 0 and 40 ms to simulate the random timing relationship between client traffic packet arrival and reverse link frame boundary. The parameters of initial packet arrival time, the packet inter arrival time, and the packet sizes are illustrated in the Table 6 [13]: 6: Parameters for gaming traffic model Component Distribution Parameters PDF DL UL DL UL Initial packet arrival (ms) Uniform Uniform a=0, b=40 a=0, b=40 Packet arrival time (ms) Largest Extreme Value Largest Extreme a=50, b=4.5 a=40, b=6
11-14-0571-02-00ax-evaluation-methodology.docx