Energy consumption assessment of a Virtual Reality Remote Rendering application over 5G networks
Roberto Viola, Mikel Irazola, Jos\'e Ram\'on Ju\'arez, Minh Nguyen, Alexander Zoubarev, Alexander Futasz, Louay Bassbouss, Amr A. AbdelNabi, Javier Fern\'andez Hidalgo

TL;DR
This study evaluates the energy consumption of a VR remote rendering application over 5G networks, analyzing the impact on various network components and proposing monitoring solutions to optimize energy efficiency.
Contribution
It introduces two energy monitoring methods and assesses the energy footprint of a VR remote renderer in a real 5G testbed, highlighting energy-performance trade-offs.
Findings
Remote rendering impacts energy use across network components
Hardware and software energy measurement solutions are effective
Trade-offs exist between energy consumption and VR performance
Abstract
This paper investigates the energy implications of remote rendering for Virtual Reality (VR) applications within a real 5G testbed. Remote rendering enables lightweight devices to access high-performance graphical content by offloading computationally intensive tasks to Cloud-native Network Functions (CNFs) running on remote servers. However, this approach raises concerns regarding energy consumption across the various network components involved, including the remote computing node, the 5G Core, the Radio Access Network (RAN), and the User Equipment (UE). This work proposes and evaluates two complementary energy monitoring solutions, one hardware-based and one software-based, to measure energy consumption at different system levels. A VR remote renderer, deployed as CNF and leveraging the Media over QUIC (MoQ) protocol, is used as test case for assessing its energy footprint under…
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