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Offloading Strategies for the Rendering Process in Edge-enabled Virtual Reality Games

Schmit, C. (2022) Offloading Strategies for the Rendering Process in Edge-enabled Virtual Reality Games.

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Abstract:For the optimal quality of experience (QoE), the user should play the VR game at the highest resolution, without stalls or quality switches and at a minimal start-up delay. Current Head-Mounted Displays (HMDs) have insufficient local processing power to meet these requirements. Using Multi-Access Edge Computing (MEC), the HMD offloads (communicates computationally heavy tasks to servers at the base station) and awaits the results. Aided by these servers’ considerable computing power and their proximity to the HMD, offloading can reduce the end-to-end rendering delay. However, if channel conditions are adverse, the network transmissions endanger the latency requirement of VR applications that expect a response in milliseconds. Rendering strategies decide, per frame, the location of processing and the resolution quality. Instead of approaching the process on a frame-by-frame basis as done by existing work, we evaluate the user’s QoE using all aforementioned QoE metrics and focus on the strategies’ explainability. Results show that rendering strategies that frequently offload to the MEC servers and use encoding schemes achieve the best QoE-scores. Furthermore, results show that dynamic strategies can deteriorate the QoE when frequently alternating between different resolutions. Hence, rendering frames at higher resolutions is only advisable when sustainable for an extended period.
Item Type:Essay (Master)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science
Programme:Computer Science MSc (60300)
Link to this item:https://purl.utwente.nl/essays/93300
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