|
|
|
|
|
by testware
1576 days ago
|
|
That's the current requirement for the compression they use. I'm sure that there's a lot of heavy optimizations under the hood to support 4K at 35Mbps, which is most likely lossy as well. Bluray video requires about 144Mbps at the highest quality right now. A bulk of this can also be audio formats with spatial information, like Dolby Atmos, or DTS:X. VR might need even twice that amount for both eyes. Combine that with more dense sensors, probably improvements in processors and memory allowing better lossless decoders, and you can cross 1Gbps easily. I can also see multiple users at home needing this at the same time. |
|
Now there might be people who can notice the difference but in our limited human studies testing on in house VR employees they couldn’t (try it out yourself if you have an Oculus link - the Oculus PC tool lets you adjust the bandwidth live if I recall correctly). You do want to start initially with a high bandwidth so that the initial P frame gets the most detail and then you can decrease the bandwidth which applies to the subsequent I frames.
Obviously VR resolution keeps increasing every year or two so this will grow but you’ve got other techniques that combat this like ML supersampling.
I think an overlooked piece of 10GBe is lower latency and more consistent performance as packet scheduling is the most challenging aspect of streaming VR. There could also be other use cases where higher bandwidth is more critical but video streaming VR likely isn’t it.