Layer 4 - Transport OSI stack 7-layer OSI stack

BL Study Plan2110 Topo

What you will learn on this page


This lesson explains Transport Layer and how it fits into the SMPTE ST 2110 stack.

Transport Layers Purpose   • Layer Protocols   • Transport layer protocols   • Why 2110 uses UDP   • TCP   • UDP in Detail   • UDP vs TCP   • Ports  



The Transport Layer (Layer 4 of the OSI model) is where network communications move from “sending packets” to “sending sessions or conversations.”

It provides the logic that lets applications on different systems exchange information reliably or in real time, depending on the use case.

The Layers Purpose

  1. Deliver data end-to-end between two hosts.
  2. Segment large application data into smaller packets.
  3. Manage flow control, error detection, and session management.
  4. Provide port numbers that identify which application gets the data.


Graphics on how the Transport Layer fits into the overall stack.

Bottom Line RTP  and Related Protocols in the OSI Model
Protocol OSI Layer(s) Why
RTP Layer 5–7 (Session / Application) Adds timestamps, sequence numbers, and payload type identification for real-time media streams
RTCP Layer 5–7 Provides control, statistics, and feedback (jitter, packet loss, round-trip time) for RTP streams
UDP Layer 4 (Transport) Lightweight, connectionless packet delivery without retransmission or ordering guarantees

Core Transport Protocols

Protocol Connection Model Reliability Ordering Congestion Control Typical Use Example Applications
TCP (Transmission Control Protocol) Connection-oriented Yes Yes Yes Reliable file or data transfer HTTP, FTP, SMTP, SSH
UDP (User Datagram Protocol) Connectionless No No No Real-time, low latency RTP, VoIP, live video, DNS, games
SCTP (Stream Control Transmission Protocol) Hybrid (message-oriented) Yes Yes (multi-streaming without HOL blocking) Yes Telecom signaling, multi-homing SS7 over IP, Diameter
DCCP (Datagram Congestion Control Protocol) Connection-oriented (datagram) Partial (with congestion control) No Yes UDP-like with built-in congestion control Experimental streaming/gaming

RTP is not a Layer-4 transport protocol, even though many people loosely talk about it that way.

How They Relate

  1. UDP and TCP are the primary transport protocols defined in IP networking.
  2. RTP, SCTP, and DCCP are transport-layer extensions that sit on top of UDP or IP, depending on the use case.
  3. RTP relies on UDP for its lightweight delivery but adds sequencing and timing information for media synchronization.
  4. Control and signaling (like RTCP, SIP, RTSP) run alongside or above them to coordinate sessions.

Application Type Stack Description
Web Page HTTP → TCP → IP Reliable, ordered transfer of data
File Transfer FTP → TCP → IP Accuracy more important than latency
Live Video RTP → UDP → IP Timeliness more important than accuracy
Audio Call SIP → RTP → UDP → IP Session management plus real-time media
Control Plane RTSP or RTCP → UDP / TCP → IP Controls start, stop, and synchronization of streams

Bottom Line   Why Video Uses UDP (Not TCP)

UDP is fast and lightweight, and it is connectionless. No handshake, no retransmission, no congestion window. Packets are just sent. The receiver either gets them or doesn’t. So it has Low overhead, and latency.

Perfect for real-time media like: Live video (SMPTE 2110, SRT, RTP), voice (VoIP), games or live telemetry. TCP tries too hard to be “perfect,” as it guarantees reliability and order. Lost packets are retransmitted. Packets are delivered in order. TCP uses a congestion window that throttles speed when loss occurs.


That’s great for files and web pages, but a disaster for live streams. Retransmitting a lost video frame after 300 ms is pointless, the event has already moved on. When TCP detects loss, it slows down, causing freezes or buffering. The result: jerky playback, increased latency, buffering “spikes.” UDP simply discards lost packets and moves on, so your stream stays smooth even if you lose some packets.

UDP lets the application manage timing. Video applications (e.g., RTP or MPEG-TS over UDP) add their own timing logic:

  1. Timestamps in RTP or PCRs in MPEG-TS maintain playback order.
  2. FEC (Forward Error Correction) or redundant paths (SMPTE 2022-7) handle loss proactively.
  3. Jitter buffers absorb small variations in packet arrival.

This gives designers control over latency and quality, instead of TCP’s “one-size-fits-all” recovery. Multicast (one sender/many receivers) is only supported with UDP. TCP is strictly one-to-one (unicast).

Broadcasters can use IGMP joins to deliver the same live feed efficiently to hundreds of endpoints. Example: 239.1.1.1:5000 - one UDP stream received by multiple decoders.


Bottom Line   TCP

TCP (Transmission Control Protocol) is a connection-oriented transport-layer (OSI Layer 4) protocol that provides reliable, ordered, and error-checked delivery of data between two endpoints. It establishes a session using a handshake, segments data into numbered packets, retransmits lost data, controls flow so a fast sender doesn’t overwhelm a slow receiver, and applies congestion control to adapt to network conditions. TCP is used where correctness matters more than latency, such as web traffic, file transfers, and email.


UDP in detail




“UDP profile”        Example UDP Setup

    Bottom Line   UDP Destination & Addressing

    UDP is connectionless and uses IP destination addressing to determine how packets are delivered. The key difference lies in unicast vs. multicast addressing, with multicast having two main models: Any-Source Multicast (ASM) and Source-Specific Multicast (SSM).

    1. Unicast Addressing

    2. Multicast Addressing

    Bottom Line   3. SSM vs ASM (Multicast Models)
    ASM (Any-Source Multicast) vs SSM (Source-Specific Multicast)
    Aspect ASM (Any-Source Multicast) SSM (Source-Specific Multicast)
    Address range Primarily 224.0.0.0 – 231.255.255.255 and 233–239 Reserved: 232.0.0.0/8 (232.0.0.0 – 232.255.255.255)
    Join type (*, G) — join group G from any source (S, G) — join group G only from specific source S
    Notation (*, G) — any-source to group (S, G) — source S to group G
    Source discovery Network helps discover sources (via RP in PIM-SM) Receiver/application must know source IP in advance
    IGMP version Works with IGMPv1/v2 (and v3 in INCLUDE/EXCLUDE) Requires IGMPv3 (INCLUDE mode with source list)
    Routing protocol PIM-SM (with RP), PIM-DM, etc. PIM-SSM (subset of PIM-SM) — no RP needed
    Security / control Less secure: any source can send to group (risk of rogue sources, DoS) More secure: only authorized source(s) allowed; prevents unauthorized injection
    Typical use Legacy multicast apps, many-to-many (e.g., old conferencing) Modern one-to-many: IPTV, live streaming, financial data feeds, software updates
    Advantages Flexible (multiple sources possible) Cleaner, scalable, no RP/MSDP needed, better security
    Disadvantages Complex (needs Rendezvous Point, MSDP for inter-domain), potential abuse Receiver must know source IP (often learned via out-of-band signaling like SDP/HTTP)

    Summary of UDP multicast destination handling:

    In practice, modern UDP-based multicast applications (e.g., video streaming, market data) strongly favor SSM over ASM for reliability, security, and simpler network operation.
    More on these in Day 4

    Bottom Line   UDP Transport Framing – Detailed Explanation (Focus on Video/Streaming Use Cases)
    UDP provides minimal framing itself — it's just a simple datagram header (8 bytes) with source/destination ports, length, and checksum. For real-time media (especially video/audio contribution, distribution, or broadcast), additional framing layers are added on top of UDP to handle payload structure, timing, synchronization, and error resilience.

    In professional video contrib/distribution (e.g., live sports, studio-to-transmitter links), combining RTP framing, precise pacing, FEC/2022-7 protection, QoS marking, and careful buffering turns "best-effort" UDP into highly reliable, low-latency transport over IP networks.


    Bottom Line   UDP Stream Flow
    In the context of real-time UDP-based streaming (e.g., video contribution, broadcast distribution, or professional media workflows like SMPTE ST 2110), the end-to-end flow involves encoding, network transport, and decoding with careful handling of timing, reliability, and quality of service (QoS). Below, we'll expand on each step, focusing on key mechanisms for low-latency, resilient delivery over IP networks.

    Practical Defaults for UDP-Based Media Streaming (MPEG-TS/UDP and RTP/UDP in Professional Environments)
    These are commonly recommended starting configurations for reliable, low-latency video/audio contribution and distribution over IP networks (e.g., broadcast, live events, studio links). They balance performance, compatibility, overhead, and resilience based on industry practices (SMPTE, Pro-MPEG, DVB guidelines, and vendor defaults).