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.
翻译:本文在一个真实的5G测试环境中,研究了虚拟现实(VR)应用远程渲染的能耗影响。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),使轻量级设备能够访问高性能图形内容。然而,这种方法引发了涉及各网络组件(包括远程计算节点、5G核心网、无线接入网络(RAN)和用户设备(UE))能耗的担忧。本研究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。一个部署为CNF并利用基于QUIC的媒体传输(MoQ)协议的VR远程渲染器,被用作测试案例,以评估其在不同多媒体和网络配置下的能耗足迹。研究结果为在5G环境中运行的实际VR应用的能耗与性能之间的权衡提供了关键见解。