Experimental Evaluation of Interactive Edge/Cloud Virtual Reality Gaming over Wi-Fi using Unity Render Streaming

Fuente: arXiv
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Autori principali: Casasnovas, Miguel, Michaelides, Costas, Carrascosa-Zamacois, Marc, Bellalta, Boris
Natura: Preprint
Pubblicazione: 2024
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author Casasnovas, Miguel
Michaelides, Costas
Carrascosa-Zamacois, Marc
Bellalta, Boris
author_facet Casasnovas, Miguel
Michaelides, Costas
Carrascosa-Zamacois, Marc
Bellalta, Boris
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2402_00540
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Experimental Evaluation of Interactive Edge/Cloud Virtual Reality Gaming over Wi-Fi using Unity Render Streaming
Casasnovas, Miguel
Michaelides, Costas
Carrascosa-Zamacois, Marc
Bellalta, Boris
Networking and Internet Architecture
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.
title Experimental Evaluation of Interactive Edge/Cloud Virtual Reality Gaming over Wi-Fi using Unity Render Streaming
topic Networking and Internet Architecture
url https://arxiv.org/abs/2402.00540