2021 IEEE Global Communications Conference (GLOBECOM) 2021
DOI: 10.1109/globecom46510.2021.9685808
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Virtual Reality Gaming on the Cloud: A Reality Check

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Cited by 25 publications
(11 citation statements)
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“…Finally, the proposed hybrid TL-aided DRL approach ensures that the maximum level of rewards is reached safely and quickly. We demonstrate that using real network VR gaming traffic to reflect an important immersive and latency-intolerant scenario in NGNs [24].…”
Section: Related Workmentioning
confidence: 97%
“…Finally, the proposed hybrid TL-aided DRL approach ensures that the maximum level of rewards is reached safely and quickly. We demonstrate that using real network VR gaming traffic to reflect an important immersive and latency-intolerant scenario in NGNs [24].…”
Section: Related Workmentioning
confidence: 97%
“…Overall, 23 pieces of literature were selected to identify issues and challenges related to networking that currently affect cloud gaming. The identified issues and challenges are quality of service (QoS) and quality of experience (QoE) [17]- [21], latency [20], [22]- [30], bandwidth [20], [24], [26], [27], [31]- [33], delay [17], [23], [27], [31], [34]- [39], packet loss [17], [19], [22], [30], the cost of providing the service [31]- [33], complexity (video encoding, compression, and game content) [20], [34], [36], [38], and graphics quality [23], [34]- [36]. Figure 2 presents these issues and challenges along with the number of corresponding literature mainly cited to discuss them.…”
Section: The Issues and Challenges Related To Networking That Current...mentioning
confidence: 99%
“…Such a problem is applicable to various types of games. For instance, VR games in a cloud gaming setting may not be as useful if the delay is high [21]. The other pieces of collected literature, references [21]- [35], also correlate QoE with other factors.…”
Section: Quality Of Service (Qos) and Quality Of Experience (Qoe)mentioning
confidence: 99%
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“…Lastly, we would like to mention a study on traffic modeling. The authors in [12] considered both local and cloud rendering and proposed a model for the video frame size and one for the interarrival time.…”
Section: Introductionmentioning
confidence: 99%