EHT Use Case Discussion: VR Requirement Follow Up

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Presentation transcript:

EHT Use Case Discussion: VR Requirement Follow Up Nov 2018 doc.: IEEE 802.11-18/1954r1 Nov 2018 EHT Use Case Discussion: VR Requirement Follow Up Date: 2018-11-11 Authors: Yang Xun et al, Huawei

Nov 2018 Summary Reference [1] has introduced the use case of VR, including the scenario and requirement of throughput and latency This presentation further analyzes the effect of latency and interference Xun Yang (David), Huawei

Background: VR Use Cases [1] Nov 2018 Background: VR Use Cases [1] VR Movie, VR Gaming, Virtual Social, VR Live Broadcasting AP plays a key role in VR system Bad Experience: Insufficient image clarity Image smearing Black border Dizziness Head display is very heavy because of lots of image processing Cloud VR Home VR Portable VR David Xun Yang, Huawei, et al

Background: VR Requirement Nov 2018 Background: VR Requirement The requirement of VR is calculated in the following table [1] Typical requirement of VR for Wireless Transmission Raw stream or lightly compressed stream is preferred  PHY Link Throughput > 30Gbps The total latency should be ≤20ms [2], total latency(video) = T_trans(Data) + T(Decompression) + T(Rendering) + T(Display); total latency(game) = T_trans(Data) + T_trans(Control) + T(Compression) + T(Decompression) + T(Rendering) + T(Display) PPD Horizontal FOV Vertical FOV Monocular Video Resolution Bits per Pixel Frame Rate Yuv444/ yuv420 Raw Rate (Gbps) Lightly Compressed Rate (Gbps) Compressed Rate (Gbps) RTT Latency Partial Immersion 30 210 100 6300*3000 12 60 3/1.5 2D, 40.83/ 20.42 2D, 4.08/ 2.04 2D, 0.20/ 0.10 10ms 3D, 81.66/ 40.84 3D, 9.66/4.04 3D, 0.48/0.20 Deep Immersion 45 360 16200*4500 90 2D, 236.20/118.10 2D, 23.6/ 11.8 2D, 1.18/0.59 5ms 3D, 472.40/236.20 3D, 47.2/23.6 3D, 2.36/1.18 Ultimate Immersion 120 21600*7200 144 2D, 806.22/403.11 2D, 80.62/ 40.31 2D, 4.03/2.02 3D, 1612.44/806.22 3D, 161.24/80.62 3D, 8.06/4.03 * Assuming the compression ratio is 1/200 (H.265) Xun Yang (David), Huawei

Case1: Latency from Compression/Decompression Nov 2018 Case1: Latency from Compression/Decompression Image/Video compression and decompression are good for reducing required data rate, but they increase the system latency at the same time Usually either compression or decompression takes several tens of ms  10ms for each is an extremely small number VR Video VR Game T(Compression)=10ms T_trans(Data) T_trans(Control) T_trans(Data) T(Decompression)=10ms T(Rendering) ~= 3ms T(Display) ~= 5ms T(Decompression)=10ms T(Rendering) ~= 3ms T(Display) ~= 5ms Xun Yang (David), Huawei

Lightly Compressed Rate (Gbps) Compressed Rate (Gbps) Nov 2018 Analysis of Data Rate and Latency from Compression and/or Decompression total latency(video) T_trans(Data) + T(Decompression) + T(Rendering) + T(Display) = T_trans(Data) + 10 + 3 + 5 ≤ 20ms  T_trans(Data) ≤ 2ms The transmission latency for data could be met for video total latency(game) T_trans(Data) + T_trans(Control) + T(Compression) + T(Decompression) + T(Rendering) + T(Display) = T_trans(Data) + T_trans(Control) +28 It is impossible to meet the latency requirement of VR (20ms) if we apply full compression at the server. Only uncompressed video or lightly compressed video can meet the requirement of latency of game. Yuv444/ yuv420 Raw Rate (Gbps) Lightly Compressed Rate (Gbps) Compressed Rate (Gbps) Partial Immersion 3/1.5 2D, 40.83/ 20.42 2D, 4.08/ 2.04 2D, 0.20/ 0.10 3D, 81.66/ 40.84 3D, 9.66/4.04 3D, 0.48/0.20 Deep Immersion 2D, 236.20/118.10 2D, 23.6/ 11.8 2D, 1.18/0.59 3D, 472.40/236.20 3D, 47.2/23.6 3D, 2.36/1.18 Ultimate Immersion 2D, 806.22/403.11 2D, 80.62/ 40.31 2D, 4.03/2.02 3D, 1612.44/806.22 3D, 161.24/80.62 3D, 8.06/4.03 Xun Yang (David), Huawei

Case2: Latency from Contentions and Collisions Nov 2018 Case2: Latency from Contentions and Collisions We have done a VR test for video transmission in the real environment Scenario: One VR transmission only with four surrounding neighbors 11ac AP, 5GHz, BW: 20MHz, single stream, transmission rate: 40Mbps Neighbor 2 Neighbor 4 (Downstairs) Neighbor 1 Neighbor 3 (Upstairs) around -70dB around -40dB Scenarios User Experience Two parallel transmissions in adjacent channels Packet Loss: a few Latency: a few longer than 20ms One co-channel transmission and two parallel transmissions in adjacent channels Packet Loss: frequent Latency: almost all longer than 20ms Continuously frozen Xun Yang (David), Huawei

Analysis from the Test Nov 2018 Co-channel contentions/collisions result in a much longer latency, which affects the user experience of AR/VR a lot Xun Yang (David), Huawei

Nov 2018 Conclusion WLAN should support sufficient throughput and try to limit the latency in an acceptable number Raw video or lightly compressed video has to be used in VR game  WLAN has to ensure the throughput requirement from the transmission of raw video or lightly compressed video as shown in page 6 Interference is another key factor that has to be considered Xun Yang (David), Huawei

Nov 2018 doc.: IEEE 802.11-18/1954r1 Nov 2018 Reference [1] 11-18-0846-02-0wng-802-11-for-sub-7ghz-next-generation-phy-mac [2] 21-1-0073-00-0000-hmd-based-vr-applications-issues-and-challenges Xun Yang (David), Huawei