Edge computing use case: AR/VR gaming and simulation

Use case description

  • Location based AR/VR game play is becoming increasingly popular (e.g. PokemonGO)
  • This requires a lot of data processing for both location awareness and running the virtual reality game, especially for multiplayer gaming where the game needs to know where players are in real time
  • Consumers expect consistent connectivity/ quality of content
  • Likely at the network edge, to enable remote multiplayer gaming, the edge platform would match players who are physically near one another to reduce latency, as well as render the game from the closest server as possible to reduce lag on the VR/AR game

Customer benefits – why edge?

  • Hosting game servers on the edge reduces latency (20 100ms roundtrip) and allows gamers to get the fully intended experience of their multiplayer game. If gamers experience high latency when wearing a VR headset, they may feel sick
  • Edge can also remove some of the compute intensive programs off device and host on the edge, allowing end users to purchase lighter devices decreasing costs

Potential ecosystem partners

  • With edge computing, game developers can develop games without building in constraints for lag/connectivity issues
  • eSports is a growing industry, and being able to offer a high performance solution with edge computing will enable eSports to be played remotely
  • CDN network providers like Qwilt , who have existing relationships and capabilities in this space can help provide service to optimise games
  • AR/VR platforms, such as Unreal , will need to integrate edge computing for this to work

Industry mapping

*AEC: Architecture, engineering and construction

Case study: MobiledgeX

For more information, check our STL Partners’ Edge Insight Service