Opportunities and Challenges for Virtual Reality Streaming over Millimeter-Wave: An Experimental Analysis

Jakob Struye, H. Ravuri, Hany Assasa, Claudio Fiandrino, Filip Lemic, Joerg Widmer, J. Famaey, M. T. Vega
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引用次数: 3

Abstract

Achieving extremely high-quality and truly immersive interactive Virtual Reality (VR) is expected to require a wireless link to the cloud, providing multi-gigabit throughput and extremely low latency. A prime candidate for fulfilling these requirements is millimeter-wave (mmWave) communications, operating in the 30 to 300 GHz bands, rather than the traditional sub-6 GHz. Evaluations with first-generation mmWave Wi-Fi hardware, based on the IEEE 802.11ad standard, have so far largely remained limited to lower-layer metrics. In this work, we present the first experimental analysis of the capabilities of mmWave for streaming VR content, using a novel testbed capable of repeatably creating blockage through mobility. Using this testbed, we show that (a) motion may briefly interrupt transmission, (b) a broken line of sight may degrade throughput unpredictably, and (c) TCP-based streaming frameworks need careful tuning to behave well over mmWave.
毫米波虚拟现实流的机遇与挑战:实验分析
实现高质量和真正沉浸式的交互式虚拟现实(VR)预计需要与云的无线连接,提供千兆吞吐量和极低延迟。满足这些要求的主要候选者是毫米波(mmWave)通信,工作在30至300 GHz频段,而不是传统的6 GHz以下。基于IEEE 802.11ad标准的第一代毫米波Wi-Fi硬件的评估,到目前为止在很大程度上仍然局限于较低层次的指标。在这项工作中,我们首次对毫米波流媒体VR内容的功能进行了实验分析,使用了一种能够通过移动性重复产生阻塞的新型测试平台。使用此测试平台,我们表明(a)运动可能会短暂中断传输,(b)视线中断可能会不可预测地降低吞吐量,以及(c)基于tcp的流媒体框架需要仔细调整才能在毫米波上表现良好。
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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