Hi Colin,

> On 16. Mar 2024, at 20:26, Colin_Higbie <chigb...@higbie.name> wrote:
> 
> Sebastian,
> 
> Not sure if we're saying the same thing here or not. While I would agree with 
> the statement that all else being equal, lower latency is always better than 
> higher latency, there are definitely latency (and bandwidth) requirements, 
> where if the latency is higher (or the bandwidth lower) than those 
> requirements, the application becomes non-viable. That's what I mean when I 
> say it falls short of being "good enough."
> 
> For example, you cannot have a pleasant phone call with someone if latency 
> exceeds 1s. Yes, the call may go through, but it's a miserable UX.

[SM] That is my point, miserable but still funktional, while running a 100Kbps 
constant bitrate VoIP stream over a 50 Kbps link where the loss will make 
thinks completely imperceivable...


> For VoIP, I would suggest the latency ceiling, even under load, is 100ms. 
> That's a bit arbitrary and I'd accept any number roughly in that ballpark. If 
> a provider's latency gets worse than that for more than a few percent of 
> packets, then that provider should not be able to claim that their Internet 
> supports VoIP.

[SM] Interestingly the ITU claims that one way mouth-to-ear delay up to 200ms 
(aka 400ms RTT) results in very satisfied and up to 300ms OWD in satisfied 
telephony customers (ITU-T Rec. G.114 (05/2003)). That is considerably above 
your 100ms RTT. Now, I am still trying to find the actual psychophysics studies 
the ITU used to come to that conclusion (as I do not believe the numbers are 
showing what they are claimed to show), but policy makers still look at these 
numbers an take them as valid references.


> If the goal is to ensure that Internet providers, including Starlink, are 
> going to provide Internet to meet the needs of users, it is essential to 
> understand the good-enough levels for the expected use cases of those users. 
> 
> And we can do that based on the most common end-user applications:
> 
> Web browsing
> VoIP
> Video Conferencing
> HD Streaming
> 4K HDR Streaming
> Typical Gaming
> Competitive Gaming
> And maybe throw in to help users: time to DL and UL a 1GB file

[SM] Only if we think of latency as a budget, if I can competitively play with 
a latency up to 100ms, any millisecond of delay I am spending on the access 
link is not going to restrict my "cone" of players I can match radius with by 
approximately 100Km...


> Similarly, if we're going to evaluate the merits of government policy for 
> defining latency and bandwidth requirements to qualify for earning taxpayer 
> support, that comes down essentially to understanding those good-enough 
> levels.

[SM] Here is the rub, for 100 Kbps VoIP it is pretty simple to understand that 
it needs capacity >= 100 Kbps, but if competitive gaming needs an RTT <= 100 
ms, what is an ecceptable split between access link and distance?


> 
> Cheers,
> Colin
> 
> -----Original Message-----
> From: Sebastian Moeller <moell...@gmx.de> 
> Sent: Saturday, March 16, 2024 3:10 PM
> To: Colin_Higbie <chigb...@higbie.name>
> Cc: David Lang <da...@lang.hm>; Dave Taht via Starlink 
> <starlink@lists.bufferbloat.net>
> Subject: Re: [Starlink] Itʼs the Latency, FCC
> 
>> ...
> 
> Well, for most applications there is an absolute lower capacity limit below 
> which it does not work, and for most there is also an upper limit beyond 
> which any additional capacity will not result in noticeable improvements. 
> Latency tends to work differently, instead of a hard cliff there tends to be 
> a slow increasing degradation...
> And latency over the internet is never guaranteed, just as network paths 
> outside a single AS rarely are guaranteed... 
> Now for different applications there are different amounts of delay that 
> users find acceptable, for reaction time gates games this will be lower, for 
> correspondence chess with one move per day this will be higher. Conceptually 
> this can be thought of as a latency budget that one can spend on different 
> components (access latency, transport latency, latency variation buffers...), 
> and and latency in the immediate access network will eat into this budget 
> irrevocably ... and that e.g. restricts the "conus" of the world that can be 
> reached/communicated within the latency budget. But due to the lack of a hard 
> cliff, it is always easy to argue that any latency number is good enough and 
> hard to claim that any random latency number is too large.
> 
> Regards
> Sebastian
> 
> 

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