Synchronous Remote Rendering for VR

Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect fr...

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Bibliographic Details
Main Authors: Viktor Kelkkanen, Markus Fiedler, David Lindero
Format: Article
Language:English
Published: Hindawi Limited 2021-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2021/6676644
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spelling doaj-6e0d690a0c1d47298a6ed3de7cc2f63e2021-08-02T00:00:03ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70552021-01-01202110.1155/2021/6676644Synchronous Remote Rendering for VRViktor Kelkkanen0Markus Fiedler1David Lindero2Department of Computer ScienceDepartment of Technology and AestheticsEricsson ResearchRemote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. For example, remote rendering on an intranet at 90 fps with a server located approximately 50 km away yielded just 0.002% stalled frames while rendering with extra latency corresponding to the duration of exactly one frame (11.1 ms at 90 fps). In a LAN without extra latency setting, i.e., with latency equal to locally rendered VR, 0.009% stalls were observed while using a wired Ethernet connection and 0.058% stalls when using 5 GHz wireless IEEE 802.11 ac.http://dx.doi.org/10.1155/2021/6676644
collection DOAJ
language English
format Article
sources DOAJ
author Viktor Kelkkanen
Markus Fiedler
David Lindero
spellingShingle Viktor Kelkkanen
Markus Fiedler
David Lindero
Synchronous Remote Rendering for VR
International Journal of Computer Games Technology
author_facet Viktor Kelkkanen
Markus Fiedler
David Lindero
author_sort Viktor Kelkkanen
title Synchronous Remote Rendering for VR
title_short Synchronous Remote Rendering for VR
title_full Synchronous Remote Rendering for VR
title_fullStr Synchronous Remote Rendering for VR
title_full_unstemmed Synchronous Remote Rendering for VR
title_sort synchronous remote rendering for vr
publisher Hindawi Limited
series International Journal of Computer Games Technology
issn 1687-7055
publishDate 2021-01-01
description Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. For example, remote rendering on an intranet at 90 fps with a server located approximately 50 km away yielded just 0.002% stalled frames while rendering with extra latency corresponding to the duration of exactly one frame (11.1 ms at 90 fps). In a LAN without extra latency setting, i.e., with latency equal to locally rendered VR, 0.009% stalls were observed while using a wired Ethernet connection and 0.058% stalls when using 5 GHz wireless IEEE 802.11 ac.
url http://dx.doi.org/10.1155/2021/6676644
work_keys_str_mv AT viktorkelkkanen synchronousremoterenderingforvr
AT markusfiedler synchronousremoterenderingforvr
AT davidlindero synchronousremoterenderingforvr
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