Analysis of Cellular Network Latency for Edge-Based Remote Rendering Streaming Applications

Zhehui Zhang, Shu Shi, Varun Gupta, R. Jana
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引用次数: 8

Abstract

Recent advances in low-latency streaming cloud technology have enabled remote rendering applications such as Google Stadia and Occulus VR. Edge-clouds located close to the end-user are expected to play an important part in improving user experience for remote rendering application. In this paper, we investigate network latency in edge-based remote rendering over LTE networks. We quantify network latency and identify the roadblocks in deploying remote rendering on existing cellular networks with extensive measurements. We show that crossing traffic could severely deteriorate latency performance and network side resource management can solve the issue. We also find the impact of various radio configurations and scheduling algorithm in LTE networks. Our results shed light on how the network side and client side can cooperatively reduce network latency for emerging applications.
基于边缘的远程渲染流应用的蜂窝网络延迟分析
低延迟流云技术的最新进展使谷歌Stadia和Occulus VR等远程渲染应用成为可能。靠近终端用户的边缘云有望在改善远程渲染应用程序的用户体验方面发挥重要作用。在本文中,我们研究了LTE网络上基于边缘的远程渲染的网络延迟。我们量化了网络延迟,并通过广泛的测量确定了在现有蜂窝网络上部署远程渲染的障碍。我们证明交叉流量会严重降低延迟性能,而网络端资源管理可以解决这个问题。我们还发现了LTE网络中各种无线电配置和调度算法的影响。我们的研究结果揭示了网络端和客户端如何协作减少新兴应用程序的网络延迟。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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