Cloud Streaming in Metaverse
summary
Cloud streaming runs the full app or selected render objects on server VMs (example: Crayta, Horizon Worlds) and returns encoded video to clients like browsers or Quest 2/Pro, using WebRTC for 2D and a custom stereo protocol for AR/VR. Typical network targets are around 50 ms RTT and a 150 ms end-to-end goal for 2D; mitigations include edge deployment, GPU-inplace encoding in a Windows VM, input prediction and asynchronous time warp. Tradeoffs: full offload needs high bandwidth and cost, partial offload demands developer integration.
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chapters (14)
- 0:00Cloud streaming in metaverse intro
- 1:34How cloud gaming works
- 3:00Cloud streaming benefits
- 4:302D streaming for metaverse
- 5:13Full offload for 3D
- 7:01Partial offload rendering
- 8:05Offload comparison
- 9:28Hosting architecture
- 10:53Client streaming tech
- 12:18Streaming challenges
- 12:40Latency measurement
- 15:47Advanced latency fixes
- 16:49Market size calculation
- 17:50Cloud streaming conclusion
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