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October 2018 @qualcomm_tech

VR and AR pushing connectivity limits Qualcomm Technologies, Inc. AR and VR are revolutionary interfaces Sharing many of the same underlying technologies

Virtual reality Augmented reality

2 VR will offer unprecedented experiences and possibilities

Play Learn Communicate

Immersive movies Immersive education Social interactions and shows Training and demos Shared personal Live concerts, sports, 3D design and art moments and other events Empathetic storytelling Interactive gaming and entertainment

3 AR will serve a broad spectrum of roles in daily life Applicable across ages, genders, and activities

Children Young Families Professionals Fitness Enthusiasts Playing Adults Exploring Communicating Working Thriving

Kids chasing virtual A young man exploring Families virtually Architects collaborating Group running characters in more Rome and seeing brought together with on a shared design with a virtual trainer interactive and the Colosseum as life-like communication to improve efficiency to motivate them immersive games originally built

4 A glimpse into the future — sleek and stylish XR glasses How do we get there?

Bone conduction transducers Multimode connectivity (, 5G, etc.)

Directional speakers Many passive and active cameras with fisheye and telephoto lenses Optoelectronic night vision and thermal imaging sensors

Ambient light sensors

Tracking and recording cameras

Eye tracking cameras Inertial, haptic, and health sensors

New optics and projection Multiple high sensitivity technologies within a durable, audio microphones semitransparent display

5 AR technologies and use cases evolve from mobile VR usage primarily comes from console/TV/PC, but it’s also moving towards AR

Ultimately, Landline this becomes an imperceptible PDA device that replaces nearly all others Handheld gaming Camera AR glasses

Laptop Smartphone VR HMD

TV

Desktop PC Gaming consoles

6 We are accelerating the adoption of VR and AR Designed to make it easy to develop premium mobile VR and AR experiences

Qualcomm® Snapdragon VR Snapdragon 845 VR Snapdragon™ 845 SoC SDK HMD

Purpose built silicon Access to advanced VR features Accelerating the development for superior mobile to optimize applications and of standalone head-mounted VR & AR simplify development displays

Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. 7 Platform Software Advanced Ref Design, HMD Accelerator Devices Algorithms SDKs &Tools Program (HAP)

Eye 3D VR SDK KPI tracking Audio

Foveated ODM ISV 6DoF Profiles rendering

Scene Hand IHV Components Under- tracking standing

advantage.qualcomm.com/hap

Actively working with ecosystem innovators 8 VR and AR will push connectivity requirements

More capacity, lower cost Low Uniform experience Increased per user Reduces throughput requirements, buffering Full immersion everywhere requires as quality of immersion improves, requirements, and for interactive content consistent throughput, even at the and more simultaneous usage like tactile Internet and 6 DoF* cell edge

*6 DoF: Six degrees of freedom 9 VR and AR require efficient increase in wireless capacity

Constant up/download on Richer visual content an all-day wearable • Higher resolution, higher frame rate • Stereoscopic, High Dynamic Range (HDR), 360° spherical content, 6 DoF

2 Mbps 5 to 25 Mbps 50 to 200 Mbps Video conferencing Two-way telepresence Next-gen 360° video (8K, 90+ FPS, HDR, stereoscopic) Downlink/ Consume Uplink/Share

1 Mbps 2 to 20 Mbps 10 to 50 Mbps 200 to 5000 Mbps Image and workflow 3D model and data Current-gen 360° 6 DoF video downloading visualization video (4K) or free-viewpoint

Source: ABI Research Critical for immersive experiences10 Low wireless latency is critical for immersion The air interface is one component of the overall end-to-end latency

“Motion” Telco edge latency (down to ~1 ms) Ultra-low latency (close to over-the-air latency) possible with local source Internet “to Photon” Telco cloud latency (~20 - 50 ms) Lower latency sufficient for many interactive services

Public cloud latency (~50 - 100 ms)

Sufficient latency for many streaming services that tolerate buffering (less interactive content) Motion to Photon (MTP) latency below 15 ms generally avoids discomfort — processed on the device1 1

1 Specific use cases, e.g. local edge content, may allow some processing to be intelligently split over the air-interface 11 1 A uniform experience is paramount for AR and VR Lag, stutter, and stalls are unacceptable for user experience and comfort

Consistent quality, e.g. latency Visuals • No disruptions from buffering Sounds • No reduction in quality from fluctuating bitrates

Anywhere usage • From cities to rural area • Reliable service even in challenging environments or the cell edge

High mobility Interactions • Fast moving situations, like cars • Constant head movement Immersion must be maintained at all times

12 Our vision for 5G is a unifying connectivity fabric Delivering always-available, secure cloud access

Enhanced mobile Mission-critical Massive Internet broadband services of Things

Unifying connectivity platform for future innovation Convergence of spectrum types/bands, diverse services, and deployments, with new technologies to enable a robust, future-proof 5G platform

13 5G enhanced Above 6 GHz Below 6 GHz mobile broadband Gigabit 5G LTE NR is required to take VR/AR Below 6 GHz experiences to the next level

Extreme throughput — with Multi-Gbps Ultra-low latency — down to 1 ms Uniform experience — even at cell edge

Ubiquitous coverage with Wi-Fi and Gigabit Gigabit LTE, the anchor of the 5G LTE broadband experience

14 Automotive video streaming Crowded event sharing High uniformity Extreme capacity

5G Essential for next-gen AR/VR experiences

6 DoF immersive content Remote control / Tactile Internet High throughput, low latency Low latency 15 Automotive video streaming

100 Mbps User cell edge rate with mobility

Uniform experience

Cars are becoming increasingly Coverage: Excellent user experience Capacity: ~700 Mbps per cell with 1% autonomous and efficiently shared anywhere, even at cell edge while moving penetration (for 8-lane freeway example)

16 Live streaming

Social sharing at crowded venues #9 Mitchell Receptions: 12 122 yds TD: 2

15,356 viewers 10,345 likes

12.5 Tbps / km2 upload capacity

Assumptions: 1: 50,000 fans are simultaneously streaming in a 0.1 km2 stadium, 2: Each video is 4K 360° video @ 25 Mbps. Minimum 50 Mbps uplink is one of the IMT-2020 requirements, along with 10 Tbps/km2 downlink area density (example for17 uplink) 6 DoF*content

Next-gen video for more immersive experiences (move freely around) Requirements

18 Remote control and tactile Internet

Reduced latency for better interactivity and expanded use cases End-to-end latency requirements

19 5G NR massive MIMO brings a more uniform experience With higher capacity and better coverage; also enables higher bands, e.g., 4 GHz

Exploit 3D beamforming with Median user Cell edge user up to 256 antenna elements perceived throughput perceived throughput

195 Mbps

3.8x 200m inter-site distance 48dBm transmit power 79 Mbps

52 Mbps 2.9x 27 Mbps

4x4 MIMO 5G NR 4x4 MIMO 5G NR Massive MIMO Massive MIMO

Assumptions: carrier frequency 4GHz; total bandwidth: 200MHz; base station: 256 antenna elements (x-pol), 48dBm Tx power over 200MHz; UE: 4 Tx/Rx antenna elements, 23dBm max. Tx power; full buffer traffic model, 80% indoor and 20% outdoor UEs 20 5G NR mmWave is capable of delivering massive capacity Exploiting higher bands and more flexible use of available bandwidth

1 GHz 6 GHz bands High -

100 GHz

Large bandwidth Flexible capacity Small cell densification Leveraging higher spectrum bands Adapting to network traffic needs with Enabling easy/low-cost (e.g., at 28 GHz) previously not dynamic UL/DL switching, enabled deployment of small cells with available to LTE by new self-contained TDD design integrated access and backhaul

Simultaneous connectivity with spectrum bands below 6GHz (Gigabit LTE or 5G NR) ensures a seamless, ubiquitous user experience 21 5G NR scalable over-the-air latency down to 1 ms Enhancing VR/AR user experience and enabling new use cases

Shorter transmission time interval (TTI)

5G NR scalable TTI

E2E Down to just two symbols for ultra-low latency control

Reduced round-trip time (RTT) Ultra-low latency TTI for real-time FDD Data 0 1 0 1 control and Fewer HARQ1 feedback interlaces

ACK ACK0 ACK1 ACK0

HARQ RTT

Scalable TTI

Ctrl Data ACK DL

TDD (Tx) (Tx) Guard period (Rx) example Low latency beneficial for 6 DoF Self-contained subframe design 2 to reduce amount of data Data and acknowledgement in the same subframe

1. Compared to LTE’s eight HARQ interlaces; 2. Retransmission may occur immediately in the next TDD subframe 22 Making 5G a reality in 2019

Industry-leading 5G End-to end Commercial Commercial R&D interoperable system chipsets: networks global standards prototypes Qualcomm® and products and test beds Snapdragon™ X50 5G

Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries. 23 Thank you

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Nothing in these materials is an offer to sell any of the References in this presentation to “Qualcomm” may mean Qualcomm components or devices referenced herein. Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries or business units within the Qualcomm corporate structure, as ©2018 Qualcomm Technologies, Inc. and/or its affiliated applicable. Qualcomm Incorporated includes Qualcomm’s licensing companies. All Rights Reserved. business, QTL, and the vast majority of its patent portfolio. Qualcomm Qualcomm and Snapdragon are trademarks of Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated, registered in the United States and other Incorporated, operates, along with its subsidiaries, substantially all of countries. Other products and brand names may be Qualcomm’s engineering, research and development functions, and trademarks or registered trademarks of their respective substantially all of its product and services businesses, including its owners. semiconductor business, QCT.