Analyzing Performance Issues of Virtual Reality Applications
Jason Hogan, Aaron Salo, Dhia Elhaq Rzig, Foyzul Hassan, Bruce Maxim

TL;DR
This paper presents an empirical study of performance issues in Unreal Engine-based XR applications, identifying common bug patterns and introducing a static analyzer tool to improve performance debugging.
Contribution
It provides the first detailed analysis of performance bottlenecks specific to Unreal Engine XR projects and introduces UEPerfAnalyzer for automated bug detection.
Findings
Identified 14 types of performance bugs in UE XR projects.
Most bugs are related to UE settings, with some from source code.
Developed UEPerfAnalyzer to detect bugs in configuration and code.
Abstract
Extended Reality (XR) includes Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR). XR is an emerging technology that simulates a realistic environment for users. XR techniques have provided revolutionary user experiences in various application scenarios (e.g., training, education, product/architecture design, gaming, remote conference/tour, etc.). Due to the high computational cost of rendering real-time animation in limited-resource devices and constant interaction with user activity, XR applications often face performance bottlenecks, and these bottlenecks create a negative impact on the user experience of XR software. Thus, performance optimization plays an essential role in many industry-standard XR applications. Even though identifying performance bottlenecks in traditional software (e.g., desktop applications) is a widely explored topic, those approaches cannot be…
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Taxonomy
TopicsSoftware System Performance and Reliability · Cloud Computing and Resource Management · IoT and Edge/Fog Computing
