Opportunities and Challenges for Virtual Reality Streaming over Millimeter-Wave: An Experimental Analysis
arXiv:2501.08752 · doi:10.1109/NoF55974.2022.9942535
Abstract
Achieving extremely high-quality and truly immersive interactive Virtual Reality (VR) is expected to require a wireless link to the cloud, providing multi-gigabit throughput and extremely low latency. A prime candidate for fulfilling these requirements is millimeter-wave (mmWave) communications, operating in the 30 to 300 GHz bands, rather than the traditional sub-6 GHz. Evaluations with first-generation mmWave Wi-Fi hardware, based on the IEEE 802.11ad standard, have so far largely remained limited to lower-layer metrics. In this work, we present the first experimental analysis of the capabilities of mmWave for streaming VR content, using a novel testbed capable of repeatably creating blockage through mobility. Using this testbed, we show that (a) motion may briefly interrupt transmission, (b) a broken line of sight may degrade throughput unpredictably, and (c) TCP-based streaming frameworks need careful tuning to behave well over mmWave.
Published and presented at International Conference on Network of the Future 2022
References in corpus (4)
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Cited by in corpus (4)
- Impact of Array Configuration on Head-Mounted Display Performance at mmWave Bands
- Multi-Gigabit Interactive Extended Reality over Millimeter-Wave: An End-to-End System Approach
- Channel Performance Metrics and Evaluation for XR Head-Mounted Displays with mmWave Arrays
- Can Millimeter-Wave Support Interactive Extended Reality Under Rapid Rotational Motion?