In a remote rendering testbed over Wi-Fi and 5G, RTP over QUIC achieved lower end-to-end latency than WebRTC, while Media over QUIC had the fastest startup but the highest latency due to its relay.
Edge Rendering Architecture for multiuser XR Experiences and E2E Performance Assessment
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abstract
Holographic communications are gaining ground among emerging eXtended-Reality (XR) applications due to their potential to revolutionize human communication. However, these technologies are characterized by higher requirements in terms of Quality of Service (QoS), such as high transmission data rates, very low latency, and high computation capacity, challenging current achievable capabilities. In this context, computation offloading techniques are being investigated, where resource-intensive computational tasks, like rendering XR experiences, are shifted from user devices to a separate processor, specifically an Edge Computing instance. This paper introduces an Edge Rendering architecture for multiuser XR experiences, implements it on top of widely employed XR and Web technologies, and proposes a method based on image and audio processing to evaluate its performance in terms of end-to-end media streaming latency, inter-device, and intra-media synchronization when employing different access networks.
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Streaming Remote rendering services: Comparison of QUIC-based and WebRTC Protocols
In a remote rendering testbed over Wi-Fi and 5G, RTP over QUIC achieved lower end-to-end latency than WebRTC, while Media over QUIC had the fastest startup but the highest latency due to its relay.