A Stream Come True: AT&T Ericsson and Wevr Deliver First Location-Based VR Experience on 5G

5G and NVIDIA CloudXR are bringing magic to the future of immersive entertainment.

AT&T, Ericsson and Wevr have collaborated to produce the very first multi-user, location-based, virtual truth experience utilizing 5G. Creative groups created a VR experience embeded in a fictional world, where participants can wield wonderful powers and easily explore inside a high-fidelity, 3D, photorealistic immersive environment. The designers built the experience on Dreamscape Immersives VR platform and utilized technologies from Dell, Qualcomm and VMware.

When NVIDIA CloudXR and RTX innovation are combined with the power of AT&T 5G, creatives and experts can provide a more brilliant, practical and vibrant experience than ever.

Bringing VR to the Next Level

” This innovative experience came together with using NVIDIA CloudXR and NVIDIA RTX graphics innovation,” said Anthony Batt, executive vice president and co-founder of Wevr. “CloudXR dynamically adjusts to network conditions and takes full advantage of image quality while minimizing reliable latency. By moving the RTX graphics processing to the edge, our developers can deliver a new level of VR experience to users.”

VR brings many advantages to experiences across markets, from style evaluations in architecture to material development in media and home entertainment. A huge obstacle for VR adoption is the requirement to have VR devices tethered to high-powered computing resources.

To provide users a sensible interactive experience, the teams traded the corded headset and used AT&T 5G to stream the immersive experience to Qualcomm XR2 VR headsets. This lets gamers use haptic gadgets to wield magical powers and move easily throughout the virtual world.

A private 5G network from Ericsson D-15 powered the application recognition. “5G provides the high peak rates required to protect photorealism for XR, and a constant low latency is essential to avoid the danger of users getting lightheaded,” stated Peter Linder, head of 5G marketing in North America at Ericsson.

With their evidence of concept, AT&T, Ericsson and Wevr have pushed the boundaries of VR streaming and showed how 5G addresses tethering concerns.

” When the users headset isnt needed to do the heavy lifting, it produces a lighter, more comfortable experience all around,” said Jay Cary, vice president of 5G Ecosystems and Partnerships at AT&T. “By using the high throughput and low-latency of 5G paired with edge cloud, we can change experiences to be more comfy for fans, more productive for location operators, and allows more flexibility for creators.”

The Qualcomm XR2 VR headset, powered by the businesss most current Snapdragon innovation, improves power effectiveness and improves latency for head and controller tracking, along with 5G optimizations for latency and coverage. The virtual experience permitted as much as six users to participate concurrently in a single 5G cell, and was allowed by the low latency and high bandwidth of AT&T 5G to stream straight to a Qualcomm XR2 VR headset.

Dive Into XR Streaming at GTC

Register now for totally free, and speak with AT&T, Ericsson and Wevr as they provide on how they created the first end-to-end, 5G, multi-user, location-based VR experience.

Find out how developers can utilize 5G and CloudXR to provide spectacular immersive experiences, at NVIDIA GTC, which begins on Nov. 8.

And with the power of NVIDIA RTX Virtual Workstation and CloudXR, the groups distributed the VR experience from a centralized system.” When the users headset isnt required to do the heavy lifting, it produces a lighter, more comfortable experience all around,” said Jay Cary, vice president of 5G Ecosystems and Partnerships at AT&T. “By using the high throughput and low-latency of 5G combined with edge cloud, we can change experiences to be more comfortable for fans, more efficient for location operators, and enables more flexibility for creators.”

Imaginative groups created a VR experience set in a fictional world, where participants can wield magical powers and freely check out inside a high-fidelity, 3D, photorealistic immersive environment. The designers built the experience on Dreamscape Immersives VR platform and used innovations from Dell, Qualcomm and VMware.

And dont miss the unique keynote address by NVIDIA CEO Jensen Huang on Nov. 9 at 9 a.m. CET, with a rebroadcast at 8 a.m. PST.

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