Team LiB
Previous Section Next Section

Foundation Summary

The "Foundation Summary" is a collection of tables and figures that provide a convenient review of many key concepts in this chapter. For those of you already comfortable with the topics in this chapter, this summary could help you recall a few details. For those of you who just read this chapter, this review will help solidify some key facts. For any of you doing your final prep before the exam, these tables and figures will be a convenient way to review the day before the exam.

Table 1-27 outlines some of the behaviors seen when no QoS is applied in a network.

Table 1-27. Traffic Behavior with No QoS

Type of Traffic

Behavior Without QoS

Voice

Voice is hard to understand.

Voice breaks up, sounds choppy.

Delays make interacting difficult; callers do not know when other party has finished talking.

Calls are disconnected.

Video

Picture displays erratically; jerky movements.

Audio not in sync with video.

Movement slows down.

Data

Data arrives after it is no longer useful.

Customer waiting for customer care agent, who waits for a screen to display.

Erratic response times frustrate users, who may give up or try later.


As shown in Figure 1-36, with compression, if a ratio of 2:1 is achieved, the 80-kbps flow will only require 40 kbps in order to be sent across the linkeffectively doubling the bandwidth capacity of the link.

Figure 1-36. With a 2:1 Compression Ratio Versus No Compression


Figure 1-37 shows a two-queue system where the first queue gets 25 percent of the bandwidth on the link, and the second queue gets 75 percent of the bandwidth.

Figure 1-37. Bandwidth Reservation Using Queuing


Figure 1-38 shows two contrasting examples of serialization and propagation delay.

Figure 1-38. Serialization and Propagation Delay for Selected Packet and Link Lengths


Figure 1-39 lists the queuing, serialization, and propagation delays experienced by data, voice, and video traffic.

Figure 1-39. Delay Components: Three Components, Single Router (R1)


Figure 1-40 depicts LFI operation.

Figure 1-40. Link Fragmentation and Interleaving


Figure 1-41 shows the jitter experienced by three packets as part of a voice call between phones at extension 301 and 201.

Figure 1-41. Jitter Example


Figure 1-42 outlines the format of an IP packet using RTP.

Figure 1-42. IP Packet for Voice CallRTP


Table 1-28 lists the bandwidth requirements when using one of two codecs, with varying types of data link protocols.

Table 1-28. Updated Bandwidth Requirements for Various Types of Voice Calls

Bandwidth Consumption, Including L2 Overhead

Layer 3 Bandwidth Consumption[*]

802.1Q Ethernet (32 Bytes of L2 Overhead)

PPP (9 Bytes of L2 Overhead)

MLP (13 Bytes of L2 Overhead)

Frame-Relay (8 Bytes of L2 Overhead)

ATM (Variable Bytes of L2 Overhead, Depending on Cell-Padding Requirements)

G.711 at 50 pps

80 kbps

93 kbps

84 kbps

86 kbps

84 kbps

106 kbps

G.711 at 33 pps

75 kbps

83 kbps

77 kbps

78 kbps

77 kbps

84 kbps

G.729A at 50 pps

24 kbps

37 kbps

28 kbps

30 kbps

28 kbps

43 kbps

G.729A at 33 pps

19 kbps

27 kbps

21 kbps

22 kbps

21 kbps

28 kbps


[*] Layer 3 bandwidth consumption refers to the amount of bandwidth consumed by the Layer 3 header through the data (payload) portion of the packet.

Figure 1-43 shows an example of delay concepts, with sample delay values shown. When the delay is negligible, the delay is just listed as zero.

Figure 1-43. Example Network with Various Delay Components shown: Left-to-Right Direction


Table 1-29 outlines the suggested delay budgets.

Table 1-29. One-Way Delay Budget Guidelines

1-Way Delay (in ms)

Description

0150

ITU G.114 recommended acceptable range

0200

Cisco's recommended acceptable range

150400

ITU G.114's recommended range for degraded service

400+

ITU G.114's range of unacceptable delay in all cases


All the delay components for a voice call are summarized in the example in Figure 1-44.

Figure 1-44. Complete End-to-End Voice Delay Example


Table 1-30 lists the different delay components and whether they are variable.

Table 1-30. Delay Components, Variable and Fixed

Delay Component

Fixed or Variable

Comments

QoS Tools That Can Help

Codec

Fixed

Varies slightly based on codec and processing load; considered fixed in course books (and probably on exams). Typically around 10 ms.

None.

Packetization

Fixed

Some codecs require a 30-ms payload, but packetization delay does not vary for a single codec. Typically 20 ms, including when using G.711 and G.729.

None.

Propagation

Variable

Varies based on length of circuit. About 5 ms/100 km

Move your facilities to the same town.

Queuing

Variable

This is the most controllable delay component for packet voice

Queuing features, particularly those with a priority-queuing feature.

Serialization

Fixed

It is fixed for voice packets, because all voice packets are of equal length. It is variable based on packet size for all packets.

Fragmentation and compression.

Network

Variable

Least controllable variable component.

Shaping, fragmentation, designs mindful of reducing delay.

De-jitter buffer (initial playout delay)

Variable

This component is variable because it can be configured for a different value. However, that value, once configured, remains fixed for all calls until another value is configured. In other words, the initial playout delay does not dynamically vary.

Configurable playout delay in IOS gateways; not configurable in IP Phones.


Table 1-31 summarizes the QoS requirements of data, in comparison to voice and video.

Table 1-31. Comparing Voice, Video, and Data QoS Requirements
 

Bandwidth

Delay

Jitter

Loss

Voice Payload

Low to Medium

Low

Low

Low

Video Payload Interactive (2Way)

Medium

Low

Low

Low

Video Payload Streaming (1Way)

Medium to High

High

High

Low

Video Signaling

Low

Low

Medium

Medium

Voice Signaling

Low

Low

Medium

Medium

Data: Interactive, Mission Critical

Low to Medium

Low to Medium

Low to Medium

Medium to high

Data: Not Interactive, Mission Critical

Variable, typically high

High

High

Medium

Data: Interactive, Not Critical

Variable, typical medium

High

High

Medium

Data: Not Interactive, Not Critical

Variable, typically high

High

High

High


    Team LiB
    Previous Section Next Section