 [1]. With transition from TDM voice to VoIP there is an increase in the delay budget (due to voice packetization, packet buffering, etc.), SO QoS for Fixed and Mobile Ultra-Broadband, First Edition. Toni Janevski. © 2019 John Wiley & Sons Ltd. Published 2019 by John Wiley & Sons Ltd. 7 Broadband QoS Parameters, KPIs, and Measurements delays of VoIP for inter-regional calls (for terrestrial routes between 5000 and worst case 27 500 km) fall in the range between 200 and 300 ms, which is acceptable. For VoIP connection on routes with lengths below 5000 km, with proper network plan- ning and mandatory prioritization of VoIP over other services, the one-way delays can be kept also below 150 ms [1]. For interactive gaming, both delay and delay variation (i.e. jitter) are very important, particularly for first-person shooter games. In real-time gaming the one-way and RTT delay requirements are even stricter than VoIP requirements, that is, one-way delays should be kept well below 100 ms. CDNs are required to limit one-way and RTT delay between gaming servers and end-users (i.e. gamers). Although gaming is provided over the public Internet which is network neutral, there is possibility for use of DPI and QoS differentiation on the end-user side, which will be user-specific and deter- mined by the end-user. The Internet of Things has divergent QoS requirements. As already discussed in Chapter 6, the IoT can be grouped into two major groups of services (regarding the QoS requirements), they are critical IoT and massive IoT. The critical IoT services require very high reliability and very low delay, while massive IoT can be offered with lower reliability and longer delay. Only by controlling QoS, it does not guarantee that the transmission or access links will be faster. Network designers and engineers can, however, control the relative prior- ity with which each router processes the IP packets/datagrams waiting to be sent over each transmission link and which packets are to be dropped during periods where more packets are