QoE of Frame Stalls in Remote 6-DOF VRDownload PDFOpen Website

Published: 2022, Last Modified: 15 May 2023QoMEX 2022Readers: Everyone
Abstract: Remotely rendered Virtual Reality (VR) typically has to rely upon less capable and less reliable communication channels as compared to locally rendered VR. Such communication channels pose the risk of impairing the VR experience with temporary disturbances in form of frame stalls that would not be present in local VR. However, it is not obvious to which extent the durations of temporary stalls affect the Quality of Experience (QoE) in interactive 6-degrees-of-freedom (DOF) VR, and neither to which extent present reprojection/warping techniques mitigate any adverse effects of such stalls on user perception. In this paper, subjective experiments were conducted with N =29 users to quantify the relationship between QoE and single, isolated stall durations in interactive 6-DOF remote VR when stalls either freeze the frame in place, or when frames are reprojected by the VR driver. Results indicate that given a 90 fps headset and a simple task that requires moderate head-movement; (1) short, isolated stalls of up to 4 frames go unnoticed on average, no matter whether reprojection is used or not, (2) the number of perceived stalls when using reprojection is the same or lower than the reference (no stall) in the range 1–4 frame stalls, (3) reprojection entails significantly higher user ratings for stalls ranging from 8 frames and beyond, (4) the improvement of using reprojection over freezes in terms of making more stalling events imperceptible is highest in the range 8–16 frames.
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