Edge Computing Meets Millimeter-wave Enabled VR: Paving the Way to Cutting the Cord
Mohammed S. Elbamby, Cristina Perfecto, Mehdi Bennis, Klaus, Doppler

TL;DR
This paper proposes a proactive computing and multi-connectivity approach for mmWave-enabled VR to achieve ultra-reliable, low-latency wireless streaming, significantly reducing delay in interactive gaming scenarios.
Contribution
It introduces a novel proactive computing and caching framework combined with multi-connectivity to enhance VR streaming reliability and latency performance.
Findings
Up to 30% reduction in end-to-end delay
50% decrease in 90th percentile communication delay
Effective in dynamic, real-time VR gaming environments
Abstract
In this paper, a novel proactive computing and mmWave communication for ultra-reliable and low latency wireless virtual reality (VR is proposed. By leveraging information about users' poses, proactive computing and caching are used to pre-compute and store users' HD video frames to minimize the computing latency. Furthermore, multi-connectivity is exploited to ensure reliable mmWave links to deliver users' requested HD frames. The performance of the proposed approach is validated on a VR network serving an interactive gaming arcade, where dynamic and real-time rendering of HD video frames is needed and impulse actions of different players impact the content to be shown. Simulation results show significant gains of up to reduction in end-to-end delay and in the percentile communication delay.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
