SteamVR
Extended reality (XR) head-mounted displays (HMDs) are increasingly starting to rely on wireless task
offloading in a bid to allow unobstructed XR user movement, while still rendering high-resolution video on
a remote processing node. An example is the Oculus (Meta) Quest 2. However, congestion and reliability
issues associated with the wireless network can cause high latency and an overall low quality of service (QoS).
Therefore, understanding XR user mobility is of vital importance for supporting XR applications in future
wireless networks.
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