Experimental evaluation of interactive edge/cloud virtual reality gaming over wi-fi using unity render streaming
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- dc.contributor.author Casanovas Bielsa, Miguel
- dc.contributor.author Michaelides, Costas
- dc.contributor.author Carrascosa Zamacois, Marc
- dc.contributor.author Bellalta, Boris
- dc.date.accessioned 2025-05-22T06:15:19Z
- dc.date.available 2025-05-22T06:15:19Z
- dc.date.issued 2024
- dc.description.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.
- dc.description.sponsorship This work is partially funded by Wi-XR PID2021-123995NB-I00 (MCIU/AEI/FEDER,UE), MAX-R EU-HE2022 (101070072), by MCIN/AEI under the Maria de Maeztu Units of Excellence Programme (CEX2021-001195-M) and 2021-SGR-00955. We would like to acknowledge the insightful feedback received from the Editor, Prof. Damla Turgut, and the anonymous Reviewers to enhance the final quality of this work.
- dc.format.mimetype application/pdf
- dc.identifier.citation Casanovas M, Michaelides C, Carrascosa-Zamacois M, Bellalta B. Experimental evaluation of interactive edge/cloud virtual reality gaming over wi-fi using unity render streaming. Comput Commun. 2024 Oct 1;226-227:107919. DOI: 10.1016/j.comcom.2024.08.001
- dc.identifier.doi http://dx.doi.org/10.1016/j.comcom.2024.08.001
- dc.identifier.issn 0140-3664
- dc.identifier.uri http://hdl.handle.net/10230/70453
- dc.language.iso eng
- dc.publisher Elsevier
- dc.relation.ispartof Computer Communications. 2024 Oct 1;226-227:107919
- dc.relation.projectID info:eu-repo/grantAgreement/EC/HE/101070072
- dc.relation.projectID info:eu-repo/grantAgreement/ES/3PE/PID2021-123995NB-I00
- dc.rights © 2024 The Author(s). Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
- dc.rights.accessRights info:eu-repo/semantics/openAccess
- dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/4.0/
- dc.subject.keyword Virtual reality
- dc.subject.keyword Wi-Fi
- dc.subject.keyword Cloud gaming
- dc.subject.keyword Edge computing
- dc.subject.keyword Unity
- dc.subject.keyword WebRTC
- dc.title Experimental evaluation of interactive edge/cloud virtual reality gaming over wi-fi using unity render streaming
- dc.type info:eu-repo/semantics/article
- dc.type.version info:eu-repo/semantics/publishedVersion