测试5G上虚拟现实远程渲染的能耗,揭示性能与功耗的权衡。
Energy consumption assessment of a Virtual Reality Remote Rendering application over 5G networks
- 通过软硬件双方案监测5G网络中各组件能耗
- 实测显示不同配置下能耗差异显著,影响性能表现
- 适合关注5G边缘计算能效的开发者与网络规划者
本文在真实的5G测试环境中研究了虚拟现实(VR)应用远程渲染的能源消耗问题。远程渲染通过将计算密集型任务卸载到运行在远程服务器上的云原生网络功能(CNFs),使轻量级设备也能访问高性能图形内容。然而,这一方式引发了对远程计算节点、5G核心网、无线接入网(RAN)及用户设备(UE)等各网络组件能耗的担忧。本文提出并评估了两种互补的能耗监测方案:一种基于硬件,一种基于软件,用于测量不同系统层级的能耗。以部署为CNF并采用媒体过QUIC(MoQ)协议的VR远程渲染器为测试案例,在多种多媒体和网络配置下评估其能耗足迹。结果提供了关于真实世界VR应用在5G环境下能耗与性能之间权衡的关键洞察。
原文摘要 · Abstract (English)
This paper investigates the energy implications of remote rendering for Virtual Reality (VR) applications within a real 5G testbed. Remote rendering enables lightweight devices to access high-performance graphical content by offloading computationally intensive tasks to Cloud-native Network Functions (CNFs) running on remote servers. However, this approach raises concerns regarding energy consumption across the various network components involved, including the remote computing node, the 5G Core, the Radio Access Network (RAN), and the User Equipment (UE). This work proposes and evaluates two complementary energy monitoring solutions, one hardware-based and one software-based, to measure energy consumption at different system levels. A VR remote renderer, deployed as CNF and leveraging the Media over QUIC (MoQ) protocol, is used as test case for assessing its energy footprint under different multimedia and network configurations. The results provide critical insights into the trade-off between energy consumption and performance of a real-world VR application running in a 5G environment.
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