Experimental Evaluation of Interactive Edge/Cloud Virtual Reality Gaming over Wi-Fi using Unity Render Streaming
CoRR(2024)
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 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 simulator tailored to VR traffic patterns. In this work we
further evaluate Wi-Fi's suitability for VR streaming in terms of the quality
of service it provides. In particular, we employ Unity Render Streaming to
remotely stream real-time VR gaming content over Wi-Fi 6 using WebRTC,
leveraging 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 and jitter at 60 and 90 fps. In addition, we
uncover the characteristics and patterns of the generated traffic streams,
unveiling a surprising video transmission approach inherent to WebRTC-based
services. This approach involves the fragmentation of video frames into
discrete batches of packets, transmitted at regular intervals regardless of the
targeted frame rate.This segmentation mechanism maintains consistent video
packet delays across video frame rates but leads to increased Wi-Fi airtime
consumption at higher frame rates. The presented results demonstrate that
shortening the interval between batches is advantageous as it improves Wi-Fi
efficiency and reduces delays in delivering complete frames.
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