Experimental evaluation of interactive edge/cloud virtual reality gaming over wi-fi using unity render streaming
| 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 |
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