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

Fuente: arXiv
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Autores principales: Struye, Jakob, Ravuri, Hemanth Kumar, Assasa, Hany, Fiandrino, Claudio, Lemic, Filip, Widmer, Joerg, Famaey, Jeroen, Vega, Maria Torres
Formato: Preprint
Publicado: 2025
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author Struye, Jakob
Ravuri, Hemanth Kumar
Assasa, Hany
Fiandrino, Claudio
Lemic, Filip
Widmer, Joerg
Famaey, Jeroen
Vega, Maria Torres
author_facet Struye, Jakob
Ravuri, Hemanth Kumar
Assasa, Hany
Fiandrino, Claudio
Lemic, Filip
Widmer, Joerg
Famaey, Jeroen
Vega, Maria Torres
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2501_08752
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Opportunities and Challenges for Virtual Reality Streaming over Millimeter-Wave: An Experimental Analysis
Struye, Jakob
Ravuri, Hemanth Kumar
Assasa, Hany
Fiandrino, Claudio
Lemic, Filip
Widmer, Joerg
Famaey, Jeroen
Vega, Maria Torres
Networking and Internet Architecture
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.
title Opportunities and Challenges for Virtual Reality Streaming over Millimeter-Wave: An Experimental Analysis
topic Networking and Internet Architecture
url https://arxiv.org/abs/2501.08752