OTT and VR Trending
Haoping Yu
Futurewei Technologies
2
OTT and VR Representing Biggest Trends in Digital Media Today
NBC Rio Olympics Games Coverage
@ every single event
2000 hours
@Traditional TV4500 hours
@OTT and Live streaming
80+ hours@VR 360-video
3
OTT and TV Competing in Viewing Time
17581678
1098
1388
0
200
400
600
800
1000
1200
1400
1600
1800
2000
2014Q4 2015Q4
Traditional TV OTT
Min
Video viewing among 18-34-Year-Olds(weekly viewing time)
58%
42%broadcasting
streaming video
Time spent in front of the television screen at home
More and more youths’ traditional TV
viewing has migrated to OTT
Consumers now spend 42% of TV time
with OTT services
Data source: Marketing Charts’ newest study, and Diffusion Group, July 2016
4
Reach of Mobile is up, But Traffic over Fixed Broadband is
Overwhelming
55.40%
28.80%23.70%
0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
smartphonevideo
PC video tablet video
Weekly reach of streaming video users
Higher weekly reach for
smartphone video
72%
18%
10%
PC video
tablet video
smartphonevideo
Time spent by streaming video users
More time spent by
PC video users
99%
1%
broadband
3G/4G
Time spent by streaming video users
Fixed broadband is mainstream
for video traffic, because of cost
and experience
Data source: Marketing Charts’ newest study, and Huawei iLab, July 2016
5
User Habit of OTT: Blowout and Gushing
26.97
19.54
12.64
6.21
0
5
10
15
20
25
30
first day a week later a monthlater
3 monthlater
million
View trend of top hot video
Blowout views for OTT happens
when new video goes online (Youtube)
550
2100
0
500
1000
1500
2000
2500
usual big event
Live streaming trend
Tidal effect of live streaming
made by “Big Event” (Twitch)
Most viewing happens during
evening leisure time, and weekend
is higher than weekday.
(China market)
OTT views in 24 hours
thousandmillion
0
2
4
6
8
10
12
14
16
18
0 2 4 6 8 10 12 14 16 18 20 22
weekday weekend
6
49.59%
50.41%
1 year ago
last year
HD Format Prevailing in OTT with 4K Content Increased Rapidly
0.22%
80.84%
18.94%
4K
HD
SD
HD content increased to 80.84% from
last year’s 73.36% among all OTT
video
95.45%
4.55%
HD
SD
More than 95.45% of live streaming
channels on TWITCH are HD up to
1080P
The 4K video uploaded to Youtube this
year accounts for more than 50% of its
total 4K video titles
HD is mainstream in OTT 4K content increased rapidly HD leading in live streaming
7
Network Requirements for OTT
Bandwidth for a typical OTT video service
Data source: Huawei iLab, July 2016
Mbps • VBR video requires higher
network bandwidth than the
average bitrate for playing
smoothly, usually by a factor
• Network bandwidth required
for “loading time <1s” is
higher than the bandwidth just
for smooth playback
0.30 0.61 1.17 2.16
5.07
13.92
1.3 2.23.8
6.5
10.8
21.9
1.4 1.8
5
8.8
25.8
46.1
0.00
5.00
10.00
15.00
20.00
25.00
30.00
35.00
40.00
45.00
50.00
360p 480p 720p 1080p 1440p 2160p(4K)
avg bitrate smooth playback loading time < 1s
8
Why VR matters?
VR 360 VideoSingle user with “simple” interaction without “touching”, see only
Free View-Point VideoMoving around, “simple” interaction without “touching”, see only
VR
Computer Graphics based VRSingle user with comprehensive interaction
Light Field TechnologyMultiple user with comprehensive interaction
• A new media type offering “presence”
experience via Immersive video
Spatial/directional audio
User interaction, interactive view
navigation and browsing
• Different formats and system solutions
bring profound impacts to the business
and landscape of many industries Entertainment
gaming
journalism
education
healthcare
military
fashion, etc.
9
360 Video: Front-runner of On-line VR Applications
Succeed in live streaming big events such as NBA, US Open (Golf), ICC (soccer), etc.
Produce Consume
8000+ new videos in 2016
1000+ 360 video
400+ 360 video with 4K resolution
1 M+ active usersSamsung Gear
205,000+ daily hitsTrending 360 videos
• What’s 360-video? recording of a complete 360
degree panorama surrounding
a fixed view point
viewer can see any view in
every direction
it gives an all-the-way around
effect
• Multiple viewing options Head mounted device (HMD)
Smartphone
Tablet
computer monitor
TV or display wall
Trends for 360 video in 2016
10
Low QoE: Culprit for Short VR 360 Consumption Time
Poor video quality is a main factor causing discomfort and sickness. With current condition,
it was hard for users to watch VR 360 video continuously more than 20 minutes
4K VR 360 Video Only has 10 pixels per
degree
3840 960
960
1920
8K and above is necessary for VR
4K @ VR = 240p @ TV
11
Online VR 360 Videos Mostly Short for Just a Few Minutes
• 76.56% < 5 minutes
• Majority of 360 videos longer than 60
minutes are converted from traditional video,
where the video is shown in the front view
and black shown on the side and back.
76.56%
14.14%
4.61%
2.88%1.81%
<5 minutes
5~10minutes
10~20minutes
20~60minutes
>60minutes
Statistics of VR 360 video time
12
How to Speed up Wide Adoption of VR 360
TV Screen with VR 360 video function Head Mounted Device
Smaller view-angle:30~60 degrees
More Pixels per Degree:>30(4K)
Weak immersion, less discomfort and sickness
Larger view-angle:>90 degrees
More Pixels per Degree:<15(4K)
Strong immersion, discomfort and sickness currently
VR 360 video complimentary to TV broadcast, especially for sports, music events, and news report
Compromise solution: balance immersive sensation with discomfort and sickness, reduce view-angle to improve picture quality
VR on TVs in family room for the near-term demand
13
VR 360 Video Trials: living for Sports
BT, Sky, and LiveLike conducted a series of broadcast for VR 360 video
BT Sport and LiveLike together broadcast NBA FA Cup live in VR 360 video
BT Sport had near-live streaming test on Facebook and Youtube
Sky tested VR streaming APP over social media
14
Inserting “Short” VR 360 Video in Traditional Mainstream TV
Programs Before 2020
VR 360 video viewing time reach to normal status in 2025?
• Goldman Sacks predicts users of VR entertainment video in
2025 up to the Netflix user level.
Enhance TV viewing experience by mixing up-to 20 minutes of VR 360
content in the mainstream TV programs before 2020• consumer can choose either TV or HMD to view the “combined”
program• VR 360 video can be inserted during breaks in sport events or intermission
for music events
Current one-time
viewing <20 minutes
VR one-time viewing:
<20 minutes (short clip)
normal length of video
programs
NOW
2020
VR one-time
viewing:
Normal length as
traditional video
programs
2025
15
Live VR over Social Network Transforming Communication
• Teamed up with Facebook, NextVR, LiveLikeVR, Greenfish
Labs, and others pushing to make live sports VR/360° viewing
more social with avatars, spatial audio, and other interactive
features
• Virtual view-room and “Avatar” a virtual sports bar or a lunge; Each user is represented by an
Avatar;
Users or “Avatars” can interact to each others while watching.
When users talk to each other, the spatial audio in VR 360 will
change accordingly.
• With addition of Avatar and support of network, the future of VR
opens up to social activity and communication Sports live streaming,Online application
Virtual space,sharing and communication over social network
VR 360 video、Spatial and directional audio, virtual space and
Avatar、Sharing over Social Network
16
Standards Activities on VR 360 Video
Workshop on VR (May 27, 2016)
SubjectVirtual Reality –what needs to be done and by whom?
Demand• Quality of experience-deciding factor for success
• Strong demand for QoE metric
Conclusion• VR: not only a format, but a system that includes
A/V/User-interaction
• DVB should act relatively quickly on VR, otherwise
DVB may be irrelevant
AHG on VR (June 2016)
SubjectVR-an important work item for the next few years
Demandstudy requirements and use-cases
Conclusion• Develop VR standards in the areas of file
format, audio/video processing and
compression, system and transport
Joint Video Exploration Team
of ITU-VCEG and MPEG
Conclusion• Added 360-video in the requirements for the
next generation video coding standards beyond HEVC/H.265
• AHG to study the coding efficiency on
360-video
Focus on QoE , Standardization and Coding Efficiency
17
Current Network Requirements for VR 360 Video
Bandwidth for some VR 360 video streaming servicesMbps
0.8 1.42.5
4.7
11
29.7
1.32.3
4.5
9.5
21.4
47.1
0
5
10
15
20
25
30
35
40
45
50
360s 480s 720s 1080s 1440s 2160s(4K)
smooth playback loading time < 1s
Data source: Huawei iLab, July 2016
• Network bandwidth required for
streaming VR 360 video over
internet
18
Outlook of Future Network Requirements for VR 360 Video
• “Omni-view” streaming: most
used todayPro: small latency
Con: high bitrate, poor quality
Current First generation Mid-term Long VR
Time Now~2 year 2 ~3 years 3~5 years 5~10 years
video resolution 4K VR-360 video (2D)(total resolution 3840*1920)
8K VR-360 video (2D)(total resolution 7680*3840)
12K VR-360 (2D)(total resolution11520*5760)
24K VR-360 (3D)(total resolution 23040*11520)
Single-Eye resolution 960*960(HMD, viewing angle 90°)
1920*1920(HMD, viewing angle 90°)
3840*3840(advanced HMD, viewing angle 120°)
7680*7680 (advanced HMD, viewing angle 120°)
PPD (average viewer) 11 21 32 64
Frame rate 30 30 60 120
Bit-depth 8 8 10(HDR) 12
Compression Ratio 165:1 (AVC/H.264) 165:1 (AVC/H.264) 215:1 (HEVC) 350:1(3D) (NGCodec)
Bitrate (Mbps) 16 64 279 3.29x1000
Bandwidth 25Mbps 100Mbps 418Mbps 4.93Gbps
• “View-dependent” adaptive streamingPro: “low” bitrate, good quality
Con: high system complexity
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