Streaming UHD-Quality VR at Realistic Bitrates: Mission Impossible?

Mon. April 24| 12:00 PM - 12:30 PM | N260

Virtual Reality (VR) applications typically require very high bandwidth (at least 15 Mbps to 20 Mbps) while providing questionable video quality. This is because while the user sees only a small part of the panorama (about 12 to 15 percent), the full panorama still needs to be provided to the user. This paper summarizes the state-of-the-art in VR streaming, detailing how TiledVR streaming technology can reduce bandwidth requirements by an order of magnitude while at the same time improving video quality. This is achieved by dividing the picture into "tiles" and streaming only those tiles that users actually see in their head-mounted display (HMD). The major challenge for any selective VR streaming technology is motion-to-photon delay. Using a combination of selective tile transfer, a low-resolution base layer, smart packaging, and very low-latency protocols, Tiled VR streaming can offer extremely low motion-to-photon delay, even when streaming from existing CDNs. The paper concludes with trade-offs between quality and bitrate, based on field trials and realistic use cases.

Program: Broadcast Engineering and Information Technology Conference (All)

Key Topic: Virtual and Augmented Reality/Immersive Content

Registration Package: Conference Flex Pass or Session Pass

Broadcast Engineering and Information Technology Topic(s): NextGen TV


Technology Innovation Program Manager


Rob Koenen
Founder and CBDO

Session Chair

Theodore Stoner
VP Distribution Technology Strategy
Univision Communications Inc