Miguel Casasnovas, Costas Michaelides, Marc Carrascosa-Zamacois, Boris Bellalta
{"title":"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","authors":"Miguel Casasnovas, Costas Michaelides, Marc Carrascosa-Zamacois, Boris Bellalta","doi":"10.1016/j.comcom.2024.08.001","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":55224,"journal":{"name":"Computer Communications","volume":"226 ","pages":"Article 107919"},"PeriodicalIF":4.5000,"publicationDate":"2024-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S0140366424002585/pdfft?md5=03658604669a9b950a6095508919c762&pid=1-s2.0-S0140366424002585-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Experimental evaluation of interactive Edge/Cloud Virtual Reality gaming over Wi-Fi using unity render streaming\",\"authors\":\"Miguel Casasnovas, Costas Michaelides, Marc Carrascosa-Zamacois, Boris Bellalta\",\"doi\":\"10.1016/j.comcom.2024.08.001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":55224,\"journal\":{\"name\":\"Computer Communications\",\"volume\":\"226 \",\"pages\":\"Article 107919\"},\"PeriodicalIF\":4.5000,\"publicationDate\":\"2024-08-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S0140366424002585/pdfft?md5=03658604669a9b950a6095508919c762&pid=1-s2.0-S0140366424002585-main.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Communications\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0140366424002585\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INFORMATION SYSTEMS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Communications","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0140366424002585","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
Experimental evaluation of interactive Edge/Cloud Virtual Reality gaming over Wi-Fi using unity render streaming
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.
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.