On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application
Fuente:
arXiv
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| Autores principales: | , , , , , , , , , , , , |
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| Formato: | Preprint |
| Publicado: |
2024
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| Materias: | |
| Acceso en línea: | |
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| _version_ | 1866911970863611904 |
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| author | de Quinto, C. Navarro, A. Otero, G. Koneva, N. Hernández, J. A. Quagliotti, M. Sánchez-Macian, A. Arpanaei, F. Reviriego, P. de Dios, Ó. González Rivas-Moscoso, J. M. Riccardi, E. Larrabeiti, D. |
| author_facet | de Quinto, C. Navarro, A. Otero, G. Koneva, N. Hernández, J. A. Quagliotti, M. Sánchez-Macian, A. Arpanaei, F. Reviriego, P. de Dios, Ó. González Rivas-Moscoso, J. M. Riccardi, E. Larrabeiti, D. |
| contents | With the advent of next-generation AR/VR headsets, many of them with affordable prices, telecom operators have forecasted an explosive growth of traffic in their networks. Penetration of AR/VR services and applications is estimated to grow exponentially in the next few years. This work attempts to shed light on the bandwidth capacity requirements and latency of popular AR/VR applications with four different real experimental settings on the Meta Quest 3 headsets, and their potential impact on the network. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2407_07686 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application de Quinto, C. Navarro, A. Otero, G. Koneva, N. Hernández, J. A. Quagliotti, M. Sánchez-Macian, A. Arpanaei, F. Reviriego, P. de Dios, Ó. González Rivas-Moscoso, J. M. Riccardi, E. Larrabeiti, D. Networking and Internet Architecture With the advent of next-generation AR/VR headsets, many of them with affordable prices, telecom operators have forecasted an explosive growth of traffic in their networks. Penetration of AR/VR services and applications is estimated to grow exponentially in the next few years. This work attempts to shed light on the bandwidth capacity requirements and latency of popular AR/VR applications with four different real experimental settings on the Meta Quest 3 headsets, and their potential impact on the network. |
| title | On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application |
| topic | Networking and Internet Architecture |
| url | https://arxiv.org/abs/2407.07686 |