Cutting the Cord: Designing a High-Quality Untethered VR System with Low Latency Remote Rendering

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Cutting the Cord: Designing a High-Quality Untethered VR System with Low Latency Remote Rendering Cutting the Cord: Designing a High-quality Untethered VR System with Low Latency Remote Rendering Luyang Liuy, Ruiguang Zhongx, Wuyang Zhangy, Yunxin Liu∗, Jiansong Zhang], Lintao Zhang∗, Marco Grutesery yWINLAB, Rutgers University xBeijing University of Posts and Telecommunications {luyang, wuyang, gruteser}@winlab.rutgers.edu [email protected] ∗Microsoft Research ]Alibaba Group {yunxin.liu, lintaoz}@microsoft.com [email protected] ABSTRACT In Proceedings of MobiSys’18. ACM, New York, NY, USA, 13 pages. https: This paper introduces an end-to-end untethered VR system design //doi.org/10.1145/3210240.3210313 and open platform that can meet virtual reality latency and quality requirements at 4K resolution over a wireless link. High-quality 1 INTRODUCTION VR systems generate graphics data at a data rate much higher than Virtual reality systems have provided unprecedented immersive those supported by existing wireless-communication products such experiences in the fields of video gaming, education, and healthcare. as Wi-Fi and 60GHz wireless communication. The necessary image Reports forecast that 99 million Virtual Reality (VR) and Augmented encoding, makes it challenging to maintain the stringent VR latency Reality (AR) devices will be shipped in 2021 [1], and that the market requirements. To achieve the required latency, our system employs a will reach 108 billion dollars [2] by then. Virtual and augmented Parallel Rendering and Streaming mechanism to reduce the add-on reality is also a key application driver for edge-computing and streaming latency, by pipelining the rendering, encoding, transmis- high-bandwidth wireless networking research. sion and decoding procedures. Furthermore, we introduce a Remote Existing VR systems can be divided into two categories: High- VSync Driven Rendering technique to minimize display latency. To quality VR and standalone VR systems. Due to the requirements of evaluate the system, we implement an end-to-end remote rendering high quality and low latency, most high-quality VR systems, such platform on commodity hardware over a 60Ghz wireless network. as HTC Vive [3] and Oculus Rift [4], leverage a powerful desktop Results show that the system can support current 2160x1200 VR PC to render rich graphics contents at high frame rates and visual resolution at 90Hz with less than 16ms end-to-end latency, and quality. However, most of these solutions are tethered: they must 4K resolution with 20ms latency, while keeping a visually lossless be connected to a PC via a USB cable for sending sensor data from image quality to the user. the Head Mounted Display (HMD) to the PC and an HDMI cable for sending graphics contents from the PC back to the HMD. These CCS CONCEPTS cables not only limit the user’s mobility but also impose hazards • Human-centered computing → Ubiquitous and mobile com- such as a user tripping or wrapping the cable around the neck. puting systems and tools; • Computer systems organization Standalone, portable VR systems such as Samsung Gear VR [5] and → Real-time system architecture; Google Daydream [6] run VR apps and render graphics contents locally on the headset (or a smartphone slide in the headset). Those KEYWORDS VR systems allow untethered use but the rendering quality is limited Virtual Reality, Low latency, Untethered, High-quality, 60GHz by the capability of the headset or smartphone. There has been extensive demand for such untethered high-quality VR systems. ACM Reference Format: Untethered high-quality VR is highly desirable but extremely Luyang Liuy, Ruiguang Zhongx, Wuyang Zhangy, Yunxin Liu∗, Jiansong ] ∗ y challenging. Ideally, the cables between the VR HMD and PC should Zhang , Lintao Zhang , Marco Gruteser . 2018. Cutting the Cord: Designing be replaced by a wireless link. However, even existing high-quality a High-quality Untethered VR System with Low Latency Remote Rendering. VR systems operate at 2160x1200 resolution and 90Hz, which gen- erates a data rate much higher than those supported by existing Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed wireless-communication products such as Wi-Fi and 60GHz wire- for profit or commercial advantage and that copies bear this notice and the full citation less communication. The necessary image encoding, makes it dif- on the first page. Copyrights for components of this work owned by others than ACM ficult to maintain the stringent VR motion-to-photon latency re- must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a quirements, which are necessary to reduce motion sickness. fee. Request permissions from [email protected]. VR applications have motivated much wireless research to real- MobiSys’18, June 10–15, 2018, Munich, Germany ize robust, high-capacity connectivity, for example in the 60 GHz © 2018 Association for Computing Machinery. ACM ISBN 978-1-4503-5720-3...$15.00 range. Most existing research has independently focused on opti- https://doi.org/10.1145/3210240.3210313 mizing the wireless link [7–10] or the VR graphics pipeline [11, 12]. MobiSys’18, June 10–15, 2018, Munich, Germany Luyang Liu et al. To enable high-quality VR on smartphones, Furion [11] separates 2 CHALLENGES AND LATENCY ANALYSIS the rendering pipeline into tasks to render the image foreground Designing a high-quality untethered VR system is extremely chal- and tasks to render the image background, so that the background lenging due to the stringent requirements on data throughput and rendering tasks can be offloaded over commodity Wi-Fi. Other end-to-end latency. Assuming we use three bytes to encode the emerging systems such as TPCAST [13] and DisplayLink [14] re- RGB data of each pixel, for HTC Vive and Oculus Rift with a frame place the HDMI cable with a wireless link to enable untethered VR rate of 90Hz and a resolution of 2160x1200, the raw data rate is experience with remote rendering and streaming. However, none 5.6Gbps, much higher than the data rate (e.g., less than 2Gbps) of them studied systems issues and optimization opportunities that supported by existing wireless-communication products such as arise when combining rendering, streaming, and display. Further- Wi-Fi and 60GHz wireless communication. For future VR targeting more, it is still challenging to enable untethered VR for future 4K at a resolution of 4K UHD or even 8K UHD, the required data rate or 8K systems with framerates larger than 90Hz. Additionally, we would be as high as 17.9Gbps and 71.7Gbps, respectively. discover that displaying remote-rendered frames on an HMD may To address the challenge of high data throughput, data com- also introduce extra latency due to the VSync driven rendering and pression is necessary. However, high-quality VR also requires a display policy. very tight total end-to-end (i.e., motion-to-photon) latency of 20- To overcome these challenges and facilitate such research, we 25ms [12] to reduce motion sickness. That is, once the HMD moves, propose an open remote rendering platform that can enable high- the system must be able to display a new frame generated from the quality untethered VR with low latency on general purpose PC new pose of the HMD within 20-25ms. As compressing and decom- hardware. It reduces the streaming latency caused by frame render- pressing frames introduce extra latency, it is even more challenging ing, encoding, transmitting, decoding and display through a Parallel to meet the end-to-end latency requirement. Rendering and Streaming Pipeline (PRS) and Remote VSync Driven Frame Rendering (RVDR). PRS pipelines the rendering, encoding, Latency analysis. We use the following equations to model the transmission, and decoding process. It also parallelizes the frame end-to-end latency of our proposed untethered VR system with encoding process on GPU hardware encoders. The RVDR technique remote rendering: carefully schedules the start time of sensor acquisition and render- ing new frames on the server side so that the result arrives at the Te2e = Tsense + Trender + Tstream + Tdisplay (1) display just before the VSync screen update signal, thus reducing latency caused by the display update. Tstream = Tencode + Ttrans + Tdecode (2) To evaluate the system, we implemented the end-to-end remote rendering platform on commodity hardware over a 60GHz wireless FrameSize Ttrans = (3) network. The result shows that the system supports existing high- Throuдhput quality VR graphics with a latency of less than 16ms. We further Te2e is the total end-to-end latency in generating and displaying show promise to support future VR systems with 4K resolutions a new frame. It consists of four parts: the time for the rendering with a latency up to 20ms. To facilitate widespread use of this server to retrieve sensor data from the HMD (Tsense ); the time platform, it is currently designed as a software system using only for the rendering server to generate a new frame (Trender ); the general-purpose GPU and network hardware. Performance could time to send the new frame from the rendering server to the HMD also be further improved through hardware implementations of (Tstream); and the time for the HMD to display the new frame key components. (Tdisplay ). The contributions of this work are: Tstream is the extra latency introduced by cutting the cord of a tethered VR system. It has three parts: the time to compress a • Quantifying component latency in an end-to-end wireless frame on the rendering server (Tencode ); the time to transmit the VR system and identifying the impact of the screen refresh compressed frame from the rendering server to the HMD over (VSync). §2 a wireless connection (Ttrans ); and the time to decompress the • Designing a pipeline of Parallel Rendering and Streaming to received frame on the HMD (Tdecode ).
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