Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 6676644, 16 pages https://doi.org/10.1155/2021/6676644 Research Article Synchronous Remote Rendering for VR Viktor Kelkkanen ,1 Markus Fiedler ,2 and David Lindero3 1Department of Computer Science, Blekinge Institute of Technology, Karlskrona 37179, Sweden 2Department of Technology and Aesthetics, Blekinge Institute of Technology, Karlshamn 37435, Sweden 3Ericsson Research, Ericsson AB, Luleå 97753, Sweden Correspondence should be addressed to Viktor Kelkkanen;
[email protected] Received 5 November 2020; Revised 12 March 2021; Accepted 8 July 2021; Published 20 July 2021 Academic Editor: Michael J. Katchabaw Copyright © 2021 Viktor Kelkkanen et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment.