On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application
<|reference_start|>On the impact of VR/AR applications on optical transport networks: First experiments with Meta Quest 3 gaming and conferencing application: With the advent of next-generation AR/VR headsets, many of them with affordable prices, telecom operators have forecasted an explosive growth of traffic in their networks. Penetration of AR/VR services and applications is estimated to grow exponentially in the next few years. This work attempts to shed light on the bandwidth capacity requirements and latency of popular AR/VR applications with four different real experimental settings on the Meta Quest 3 headsets, and their potential impact on the network.<|reference_end|>
@article{de quinto2024on,
    title={On the impact of VR/AR applications on optical transport networks: First
  experiments with Meta Quest 3 gaming and conferencing application},
    author={C. de Quinto, A. Navarro, G. Otero, N. Koneva, J. A. Hern'andez, M.
  Quagliotti, A. S'anchez-Macian, F. Arpanaei, P. Reviriego, 'O. Gonz'alez
  de Dios, J. M. Rivas-Moscoso, E. Riccardi, D. Larrabeiti},
    journal={arXiv preprint arXiv:2407.07686},
    year={2024},
    archivePrefix={arXiv},
    eprint={2407.07686},
    primaryClass={cs.NI}
}