TRW the AIO devices have a limited power envelope for the onboard GPU. The difference between the capabilities of a mobile GPU and a full-sized NVIDIA RTX A6000 is anywhere from 20X to 50X, depending on what you measure (memory, shading units, etc), never mind the absence of specialised cores. The end result for the enterprise market is a juxtaposition between the current market dynamic and the classic quest for high-fidelity visualisations of complex data.
The coupling of mobility with high performance graphics
frame, the GPU adjusts the frame to
as AIO HMDs (as is the case in
accommodate any head movement
the image above of a user wearing
Enter streaming XR. The idea of
occurring after the original frame
an Oculus Quest 2), phones, and
streaming the XR frames from
request. With late latch, the user
tablets, the juxtaposition of mobile
a high-powered computer to
sees a frame that is effectively only
devices and high-fidelity visual
a lightweight mobile device is
a few milliseconds old, relative to the
experiences is eliminated.
obvious. However, XR has a unique
their head position.
requirement in the time it takes to
Streaming XR: the tip of the iceberg
update an image in the HMD after
To stream VR, many groups move
a head movement; this is generally
the late latch function to the client
called motion-to-photon (MTP)
GPU, essentially hiding render,
While streaming XR graphics is a
latency. The commonly accepted
encode, network transport, decode
remarkable innovation, it is just the
maximum MTP latency is roughly 20
latencies behind a ‘late’ late latch
tip of the iceberg. If we look a bit
ms. Any longer than 20 ms and the
transform.
deeper, we see streaming is the
XR user tends to experience some degree of nausea.
bellwether of a changing world of XR. Surprisingly, our experience with
Three factors enabled by streaming
NVIDIA CloudXR, NVIDIA’s XR
that will change the face of XR come
The 20 ms latency requirement is
streaming platform, suggests
to mind immediately: distribution
also a problem in tethered VR. The
that streaming XR over network
of XR experiences, scalability, and
common fix is often referred to as
latencies of 50-60 ms produces
disaggregated compute.
‘late latch’, where the HMD runtime
excellent VR experiences. Distribution of XR experiences:
requests a frame, the app receiving this call uses the GPU to create the
With systems such as NVIDIA
The majority of enterprise XR
frame, and at the last step of the
CloudXR, streaming XR to any
content is distributed via a
GPU to HMD transfer of the rendered
number of mobile end devices such
dedicated workstation, often
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August 2021
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