HCOct 4, 2019

Predictive Simulation: Using Regression and Artificial Neural Networks to Negate Latency in Networked Interactive Virtual Reality

arXiv:1910.04703v16 citations
Originality Incremental advance
AI Analysis

This addresses latency issues for users of lightweight VR clients in networked environments like games and simulations, though it is incremental as it builds on existing extrapolation methods.

The paper tackles latency in networked interactive virtual reality by proposing predictive simulation, which extrapolates future client states to synchronize actions and server updates, achieving a reduction in perceived latency by up to 50% in tests.

Current virtual reality systems are typically limited by performance/cost, usability (size), or a combination of both. By using a networked client/server environment, we have solved these limitations for the client. However, in doing so we have introduced a new problem, namely increased latency. Interactive networked virtual environments such as games and simulations have existed for nearly as long as the Internet and have consistently faced latency issues. We propose a solution for negating the effects of latency for interactive networked virtual environments with lightweight clients, with respect to the server being used. The proposed method extrapolates future client states to be incorporated in the server's updates, which helps to synchronize actions on the client-side and the results coming from the server. We refer to this approach as predictive simulation. In addition to describing our method, in this paper, we look at extrapolation methods because the success of our predictive simulation method is dependent on strong predictions. We focus on regression methods and briefly examine the use of artificial neural networks.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

Your Notes