It seems intuitive that coming extended reality apps and environments including metaverse will require network innovations related to capacity and latency.
“The move from traditional 2D media to advanced immersive media services increases the informational load, due to the multiplicity of media streams and the increased media quality requirements. It puts high pressure on processing and transmission bit rates across the whole communication chain asymmetrically depending on how the XR use case is implemented – that is, it can impact the uplink, the downlink or a combination of both,” says Ericsson CTO Erik Ekkuden.
“For instance, device spatial-mapping compute offload (to edge/cloud) will result in a more symmetric traffic load in the downlink and uplink compared with mobile broadband (MBB) traffic, which is mainly heavy downlink traffic,” says Ericsson.
To guarantee quality of experience, “stringent bounded latency requirements are needed when device compute is offloaded to the edge and the cloud,” Ericsson notes. Some of that improvement can come from on-device processing.
Network slicing and other latency improvements in radio access networks also will help.
source: Ericsson
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