Experimental evaluation of interactive Edge/Cloud Virtual Reality gaming over Wi-Fi using unity render streaming

IF 4.5 3区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Miguel Casasnovas, Costas Michaelides, Marc Carrascosa-Zamacois, Boris Bellalta
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引用次数: 0

Abstract

Virtual Reality (VR) streaming enables end-users to seamlessly immerse themselves in interactive virtual environments using even low-end devices. However, the quality of the VR experience heavily relies on Wireless Fidelity (Wi-Fi) performance, since it serves as the last hop in the network chain. Our study delves into the intricate interplay between Wi-Fi and VR traffic, drawing upon empirical data and leveraging a Wi-Fi simulator. In this work, we further evaluate Wi-Fi’s suitability for VR streaming in terms of the Quality of Service (QoS) it provides. In particular, we employ Unity Render Streaming to remotely stream real-time VR gaming content over Wi-Fi 6 using Web Real-Time Communication (WebRTC), considering a server physically located at the network’s edge, near the end user. Our findings demonstrate the system’s sustained network performance, showcasing minimal round-trip time (RTT) and jitter at 60 and 90 frames per second (fps). In addition, we uncover the characteristics and patterns of the generated traffic streams, unveiling a distinctive video transmission approach inherent to WebRTC-based services: the systematic packetization of video frames (VFs) and their transmission in discrete batches at regular intervals, regardless of the targeted frame rate. This interval-based transmission strategy maintains consistent video packet delays across video frame rates but leads to increased Wi-Fi airtime consumption. Our results demonstrate that shortening the interval between batches is advantageous, as it enhances Wi-Fi efficiency and reduces delays in delivering complete frames.

通过 Wi-Fi 使用 unity 渲染流对交互式边缘/云虚拟现实游戏进行实验评估
虚拟现实(VR)流媒体使终端用户即使使用低端设备也能无缝地沉浸在交互式虚拟环境中。然而,VR 体验的质量在很大程度上依赖于无线保真(Wi-Fi)性能,因为它是网络链中的最后一跳。我们的研究利用经验数据和 Wi-Fi 模拟器,深入探讨了 Wi-Fi 和 VR 流量之间错综复杂的相互作用。在这项工作中,我们从服务质量(QoS)的角度进一步评估了 Wi-Fi 对 VR 流媒体的适用性。特别是,我们采用 Unity Render Streaming 技术,通过 Wi-Fi 6 使用网络实时通信(WebRTC)远程流式传输实时 VR 游戏内容,同时考虑到服务器实际位于网络边缘,靠近终端用户。我们的研究结果表明,该系统具有持续的网络性能,在每秒 60 帧和 90 帧的情况下,往返时间(RTT)和抖动极小。此外,我们还揭示了所生成流量流的特征和模式,揭示了基于 WebRTC 的服务所固有的独特视频传输方法:视频帧(VF)的系统化分组,以及无论目标帧速率如何都以固定间隔进行离散批次传输。这种基于时间间隔的传输策略可在不同视频帧速率下保持一致的视频数据包延迟,但会增加 Wi-Fi 通话时间消耗。我们的研究结果表明,缩短批次之间的间隔是有利的,因为这样可以提高 Wi-Fi 效率,减少完整帧传输的延迟。
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来源期刊
Computer Communications
Computer Communications 工程技术-电信学
CiteScore
14.10
自引率
5.00%
发文量
397
审稿时长
66 days
期刊介绍: Computer and Communications networks are key infrastructures of the information society with high socio-economic value as they contribute to the correct operations of many critical services (from healthcare to finance and transportation). Internet is the core of today''s computer-communication infrastructures. This has transformed the Internet, from a robust network for data transfer between computers, to a global, content-rich, communication and information system where contents are increasingly generated by the users, and distributed according to human social relations. Next-generation network technologies, architectures and protocols are therefore required to overcome the limitations of the legacy Internet and add new capabilities and services. The future Internet should be ubiquitous, secure, resilient, and closer to human communication paradigms. Computer Communications is a peer-reviewed international journal that publishes high-quality scientific articles (both theory and practice) and survey papers covering all aspects of future computer communication networks (on all layers, except the physical layer), with a special attention to the evolution of the Internet architecture, protocols, services, and applications.
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