On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application
C. de Quinto, A. Navarro, G. Otero, N. Koneva, J. A. Hern\'andez, M., Quagliotti, A. S\'anchez-Macian, F. Arpanaei, P. Reviriego, \'O. Gonz\'alez, de Dios, J. M. Rivas-Moscoso, E. Riccardi, D. Larrabeiti

TL;DR
This paper investigates how the increasing use of AR/VR applications, exemplified by Meta Quest 3 experiments, impacts optical transport networks in terms of bandwidth and latency requirements.
Contribution
It provides first experimental insights into the bandwidth and latency demands of AR/VR applications on next-generation networks.
Findings
AR/VR applications require significant bandwidth and low latency.
Experimental data from Meta Quest 3 shows varied network impacts.
Implications for optical network capacity planning.
Abstract
With the advent of next-generation AR/VR headsets, many of them with affordable prices, telecom operators have forecasted an explosive growth of traffic in their networks. Penetration of AR/VR services and applications is estimated to grow exponentially in the next few years. This work attempts to shed light on the bandwidth capacity requirements and latency of popular AR/VR applications with four different real experimental settings on the Meta Quest 3 headsets, and their potential impact on the network.
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Taxonomy
TopicsTelecommunications and Broadcasting Technologies · Image and Video Quality Assessment · Advanced Optical Network Technologies
