Performance Measurements on a Cloud VR Gaming Platform

Yen-Chun Li, Chia-Hsin Hsu, Yu-Chun Lin, Cheng-Hsin Hsu
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引用次数: 10

Abstract

As cloud gaming and Virtual Reality (VR) games become popular in the game industry, game developers engage in these fields to boost their sales. Because cloud gaming possesses the merit of lifting computation loads from client devices to servers, it solves the high resource consumption issue of VR games on regular clients. However, it is important to know where is the bottleneck of the cloud VR gaming platform and how can it be improved in the future. In this paper, we conduct extensive experiments on the state-of-the-art cloud VR gaming platform--Air Light VR (ALVR). In particular, we analyze the performance of ALVR using both Quality-of-Service and Quality-of-Experience metrics. Our experiments reveal that latency (up to 90 ms RTT) has less influence on user experience compared to bandwidth limitation (as small as 35 Mbps) and packet loss rate (as high as 8%) . Moreover, we find that VR gamers can hardly notice the difference between the gaming experience with different latency values (between 0 and 90 ms RTT). Such findings shed some lights on how to further improve the cloud VR gaming platform, e.g., a budget of up to 90 ms RTT may be used to absorb network dynamics when bandwidth is insufficient.
基于云VR游戏平台的性能测量
随着云游戏和虚拟现实(VR)游戏在游戏行业的流行,游戏开发商纷纷涉足这些领域,以提高销量。由于云游戏具有将计算负载从客户端设备提升到服务器的优点,解决了常规客户端上VR游戏的高资源消耗问题。然而,了解云VR游戏平台的瓶颈在哪里以及未来如何改进是很重要的。在本文中,我们在最先进的云VR游戏平台——Air Light VR (ALVR)上进行了广泛的实验。特别是,我们使用服务质量和体验质量指标来分析ALVR的性能。我们的实验表明,与带宽限制(小至35 Mbps)和丢包率(高达8%)相比,延迟(高达90 ms RTT)对用户体验的影响较小。此外,我们发现VR玩家很难注意到不同延迟值(在0和90 ms RTT之间)的游戏体验之间的差异。这些发现为如何进一步改进云VR游戏平台提供了一些启示,例如,在带宽不足的情况下,可以使用高达90 ms RTT的预算来吸收网络动态。
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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