Casanovas Bielsa, MiguelMichaelides, CostasCarrascosa Zamacois, MarcBellalta, Boris2025-05-222025-05-222024Casanovas 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.2024.08.0010140-3664http://hdl.handle.net/10230/70453Virtual 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.application/pdfeng© 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/).Experimental evaluation of interactive edge/cloud virtual reality gaming over wi-fi using unity render streaminginfo:eu-repo/semantics/articlehttp://dx.doi.org/10.1016/j.comcom.2024.08.001Virtual realityWi-FiCloud gamingEdge computingUnityWebRTCinfo:eu-repo/semantics/openAccess