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arXiv · 1905.05411

Measuring and simulating latency in interactive remote rendering systems

Abstract

Background: The computationally intensive task of real-time rendering can be offloaded to remote cloud systems. However, due to network latency, interactive remote rendering (IRR) introduces the challenge of interaction latency (IL), which is the time between an action and response to that action. Objectives: to model sources of latency, measure it in a real-world network and to use this understanding to simulate latency so that we have a controlled platform for experimental work in latency management. Method: we present a seven-parameter model of latency for a typical IRR system; we describe new, minimally intrusive software methods for measuring latency in a 3D graphics environment and create a novel latency simulator tool in software. Results: We demonstrate our latency simulator is comparable to real-world behavior and confirm that real-world latency exceeds the interactive limit of 70ms over long distance connections. We also find that current approaches to measuring IL are not general enough for most situations and therefore propose a novel general-purpose solution. Conclusion: to ameliorate latency in IRR systems we need controllable simulation tools for experimentation. In addition to a new measurement technique, we propose a new approach that will be of interest to IRR researchers and developers when designing IL compensation techniques.

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BibTeXRIS

Richard Cloete, Nick Holliman. 2019-05-14. Measuring and simulating latency in interactive remote rendering systems. https://arxiv.org/abs/1905.05411

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