Extended Reality Applications Streaming Without Regard to Location.

August 31, 2023

Applications for extended reality (XR) offer a distinctive 3D experience and significant advantages for industrial design and development processes. Streaming is used for this, ensuring that the necessary enormous data volumes can be processed by the right applications. However, it necessitates a fast and reliable data connection, which in reality is not always offered. For this reason, Holo-Light’s ISAR remote rendering solution incorporates the rate adjustment into 5G networks based on L4S concept developed by Ericsson and Deutsche Telekom. Users gain from lag-free, high-performance XR streaming as a result, even in locations with poor network connectivity.

Digital and offline worlds can come together in a way that feels very genuine thanks to Extended Reality (XR). For many industrial usage scenarios, relevant Virtual Reality (VR) and Augmented Reality (AR) apps are now essential. The actual world and virtual items are combined to create an amazing three-dimensional live experience. Users can take advantage of effects that are wholly immersive thanks to it. It particularly raises the bar for development and design process efficiency. Workflows, like those used to make prototypes, can be made more efficient, errors can be caught early, and costly visits can be avoided. This results in significant cost, time, and resource savings.

Application Streaming for XR on Mobile Devices:

High performance requirements are placed on the system by XR applications in order to realistically show complex virtual objects. VR glasses and other mobile technologies typically fall short of these standards. It is practical to stream XR programs to mobile devices because of this. By doing so, they are spared from having to complete the task themselves. Instead, the rendering operation is outsourced to edge infrastructures or inside datacenters, together with the data on the external cloud server. High-performance XR apps on mobile devices are only then even conceivable. Due to the fact that no critical data is kept on the end device itself, outsourcing also improves data security.

However, a steady and high-performance network connection is necessary in order to stream AR and VR apps in real time. This isn’t typically offered in industrial design and development environments, thus businesses frequently lack a robust Wi-Fi infrastructure. Since the latter is frequently unavailable at job sites and other locations, specialists like architects and building engineers are unable to acquire a reliable internet connection there. In these circumstances, a working streaming service is required to deliver the necessary connectivity and bandwidth. A low and consistent latency, or more specifically, a low jitter, is crucial for the real-time streaming of AR and VR applications in this context.

Bit-Rate Adjustment to Reduce Latencies:

The latencies need to be kept low, steady, and efficient in order to execute time-sensitive applications with high data rates, such XR streaming, on a broad scale in 5G networks. Deutsche Telekom has developed a workable remedy for this in conjunction with the Swedish telecom experts at Ericsson: the concept for a rate adjustment in 5G networks based on Low Latency Low Scalable Throughput (L4S). The Internet Engineering Task Force (IETF), a working organization for the technical development of the internet, has standardised an intelligent method for use in this. It guarantees that data packets move swiftly and easily throughout the network.

One may make sure that latency-critical applications with high data rates over 5G operate without any hiccups by using L4S QoS (quality of service) streams. It’s crucial that the method doesn’t arbitrarily prioritize any data packets during this procedure. This ensures that other network users are not put at a disadvantage. If there is a bottleneck in the data packet transfer, L4S detects it quickly. The system responds to the sender in a manner that is appropriate. Based on this, they modify the bit rate.

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