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ATIS 5G KPI Database
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  • Home
  • Application Groups
    • Agriculture 4.0
    • Entertainment
    • Environmental Monitoring
    • Industrial Automation
    • Intelligent Transportation System
    • Nature Life
    • Public Safety
    • Smart Cities
    • Smart Energy
    • Smart Health & Wellness
    • Uncrewed Aerial Vehicles (UAV)
  • Devices
    • All Devices
  • Definitions
    • KPIs
    • Slice Types
    • References
  • Discussion

Applications

Gaming

Enhanced gamer experience using virtual reality and bio-sensing in order to allow the player to detect people in the game, in real or imaginary worlds. Motion capture to interact with objects surrounding, and realistic force feedback. Augmented reality lets the gamer experience real world in tandem with the game played

  • Use Case: Enhanced gamer experience using virtual reality and bio-sensing in order to allow the player to detect people in the game, in real or imaginary worlds. Motion capture to interact with objects surrounding, and realistic force feedback. Augmented reality lets the gamer experience real world in tandem with the game played.

    Device(s)

    Gaming console control

    KPIs

    E2E Latency: Low: <10ms
    Jitter: Sensitive
    Data Rate: Very Low: <100kbps
    Availability: Best Effort
    Criticality: Non critical
    Communication Direction: One-way
    Common Communication Mode: Unicast
    Data Reporting Mode: Continuous-based
    Mobility (type/speed): Fixed
    Service Continuity: Not Required
    Device Autonomy (Power Constrained): Yes
    Connectivity Type: LAN - WiFi
    Priority Services (NS/EP): No (it would not)
    Guaranteed Service: Delayed-Critical GBR
    Security: Medium
    Lifespan: Medium: 4-8 years
    Device Density: Low (<1000)
    Location Based Services: Fixed (no LBS needed)
    Slice Type
    Slice Type: uRLLC
    Virtual reality headsets/glasses

    KPIs

    Mohammed S. Elbamby, Cristina Perfecto, Mehdi Bennis, and Klaus Doppler. “Towards Low-Latency and Ultra-Reliable Virtual Reality”, arXiv:1801.07587v1 [cs.IT] 23 Jan 2018, Available online: https://arxiv.org/pdf/1801.07587.pdf

    “Augmented and Virtual Reality: the First Wave of 5G Killer Apps”, Qualcomm white paper, February 2017, https://www.qualcomm.com/media/documents/files/augmented-and-virtual-reality-the-first-wave-of-5g-killer-apps.pdf

    E2E Latency: Low: <10ms
    Notes: Latency of rendered image of more than 15 ms can cause motion sickness
    [1]
    Jitter: Sensitive
    Data Rate: Very high data rate: ≥ 100 Mbps
    Notes: 10 to 50 Mbps Current-gen 360° video (4K); 50 - 200 Mbps Next-gen 360° video (BK, 90+ FPS, HDR, stereoscopic); 200 Mbps to 1 Gbps - 6DoF video
    [2]
    Availability: Best Effort
    Criticality: Non critical
    Communication Direction: One-way
    Common Communication Mode: Unicast
    Data Reporting Mode: Continuous-based
    Mobility (type/speed): High speed vehicular
    Service Continuity: Required
    Device Autonomy (Power Constrained): Yes
    Connectivity Type: LAN - WiFi
    Priority Services (NS/EP): No (it would not)
    Guaranteed Service: Delayed-Critical GBR
    Security: Medium
    Lifespan: Medium: 4-8 years
    Device Density: Low (<1000)
    Location Based Services: Ultra High Accuracy (less than .1M)
    Slice Type
    Slice Type: eMBB
    Notes: But has low-latency requirements
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