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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Hindawi Limited
2021-01-01
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2021/6676644 |
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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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