VR Traffic Dataset on Broad Range of End-User Activities
Abstract
:1. Introduction
2. Materials and Methods
2.1. Setup Description
2.2. Games
- 1.
- Beat Saber [25]. The game is only played on a VR headset (no PC connection). It can be single or multiplayer and requires cutting the cubes moving towards you with a saber in a specific direction by a particular hand. This game can be downloaded at Oculus and Steam and is rated as one of the most popular at both (for instance, it is number 2 in Steam Charts [26]). The game has simple graphics, so we expected low traffic volume.
- 2.
- Half-Life: Alyx [27]. The game is in third place in popularity on the Steam Charts [26]. It is a single-player game developed by Valve, whose target is to save humanity by fighting the alien race. The game is rendered on a user’s PC, and a USB Type-C cable connects the VR headset to this PC [28] (this game appears to be too heavy for Oculus Airlink wireless connection and has exceptional graphics quality). Heavy video flow, created by the game, can be guessed from a natural and realistic representation of the world inside it.
- 3.
- Rec room [29]. An arcade social multiplayer game that allows players to create and play games alone and in groups. It is played only on a VR headset, without a PC, and has simplified graphics.
- 4.
- VR chat [29]. The social environment is where the users can talk and play various games together. It is a VR headset rendered alternative to individual and group video calls.
- 5.
- Google Earth VR [30,31]. The simulator VR environment lets you explore different places on Earth from different angles and points of view. As the volumetric video the user sees is very detailed and allows him to see not only the maps but any street place in panoramic view, it can be rendered only on a PC and filmed at the headset with a reliable USB connection.
2.3. Post-Processing
- 1.
- Removing the messages not related to the VR traffic itself or happening only at the beginning of each long gaming session, with the filter: “!dns&&!arp&&!ntp&&!dhcp”
- 2.
- Removing all columns except “Time”, “Source”, “Destination”, “Protocol”. Adding the column “TCP Segment Len” by selecting one of the TCP packets in the capture and selecting the option of its parameter “TCP Segment Len” to be applied as a column. Adding the column “UDP length” with “udp.length” filter
- 3.
- Saving the resulting captures to the csv file using the menu item: “Export Packet Dissections -> As CSV”
2.4. Dataset Structure
3. Results
3.1. Time Scale Dataset Features
- 1.
- Trace 1. A complete gameplay of “Half-Life: Alyx” with launch, going through the game scenario and saving the progress. This is not the first time this game is played on this PC (which means the peak of traffic related to the first launch on this PC is omitted), and no user experience issues are noticed during the session.
- 2.
- Trace 2. The same as above but, during the game, from the beginning and up to 5000 s, there was a file upload in the same network with a rate close to the uplink channel bandwidth (20 Mbit/s). The level of user experience disruption: the user was able to continue playing the game but he experienced delays in actions or scene changes from time to time. No game interruptions happened.
- 3.
- Trace 3. The same as above but, around the 500th second of the record, we introduced a 100 ms downlink delay, causing user experience degradation (delays in viewing the next scene or doing some user action). As per the user, issues were worse than with the Trace 2 case.
- 1.
- Trace 1 contains the first launch of the game. The first 800 s of the trace include launching the game and passing the tutorial, and the rest of the capture consists of user multiplayer activity. The period of watching the tutorial is eliminated from the first graph as it did not generate significant traffic; however, the corresponding data points are presented in the data files.
- 2.
- Trace 2 contains the second launch of the game. The first 220 s of the trace include game launch and browsing game options, then 250 s of the multiplayer gaming activity follow, and then the user again returns to browsing game options.
- 1.
- Trace 1. A complete gameplay of not the first launch of the game. The first 300 s include the launch of the game and all other time includes regular multiplayer activity. The plot of this trace is reflected in Figure 5;
- 2.
- Trace 2 contains a multiplayer game where we limited the bandwidth for uplink and downlink in steps. The plot for this trace will be presented later in the bandwidth limitation section.
3.2. Traffic Distribution and Protocols
3.3. Bandwidth and Latency Modification
4. Discussion
5. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Activity Name | Name of File | Duration (s) | Scenario |
---|---|---|---|
Half-Life: Alyx | half-life_Trace1.csv | 4570 | Normal scenario |
Half-Life: Alyx | half-life_Trace2.csv | 5820 | Bandwidth limiting scenario |
Half-Life: Alyx | half-life_Trace3.csv | 1651 | Latency introduction scenario |
Beat Saber | beat_saber_Trace1.csv | 2820 | Normal scenario |
Beat Saber | beat_saber_speed_limit.csv | 1310 | Bandwidth limiting scenario |
Google Earth | google_earth.csv | 1922 | Normal scenario |
Rec Room | rec_room_Trace1.csv | 2563 | First launch of the game |
Rec Room | rec_room_Trace2.csv | 1000 | Second launch of the game |
VR Chat | vr_chat.csv | 2083 | Normal scenario |
Name of the Field | Data Type | Content of the Field |
---|---|---|
Time | Numeric, Float | Relative arrival time of a certain packet from start of the TShark capture. |
Protocol | Text field | Protocol name for a certain packet. |
TCP Segment Len | Numeric, Integer | TCP segment length in case if the transport layer protocol for the packet is TCP. For UDP packets this value equals 0. |
UDP length | Numeric, Integer | UDP segment length in case if the transport layer protocol for the packet is UDP. For TCP packets this value equals 0. |
Link | Text field | Derived indicator field, showing whether the traffic is uplink or downlink and if it comes from headset or PC. |
Trace | Start Time, s | End Time, s |
---|---|---|
Half-Life: Alyx, Trace 1 | 500 | 4570 |
Google Earth | 400 | 1850 |
VR Chat | 850 | 2083 |
Beat Saber, Trace 1 | 400 | 2820 |
Rec Room | 1200 | 2400 |
Protocol | Traffic Share, % | Average Packet Size, Byte | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Half Life: Alyx | Google Earth | Rec Room | Beat Saber | VR Chat | Half Life: Alyx | Google Earth | Rec Room | Beat Saber | VR Chat | |
HTTP | 0.12% | <0.01% | 262.25 | 206.13 | ||||||
QUIC | 0.18% | <0.01% | 305.74 | 340.70 | ||||||
SSLv2 | 0.1% | <0.01% | <0.01% | 935.50 | 1412.00 | 1428.00 | ||||
TCP | 42.03% | 18.52% | 0.46% | 0.68% | 37.18% | 120.11 | 1065.46 | 71.65 | 50.75 | 1337.03 |
TLSv1 | 0.07% | 0.01% | 933.00 | 386.61 | ||||||
TLSv1.2 | 40.13% | 81.42% | 1.23% | 1.02% | 60.27% | 351.81 | 1354.7 | 357.02 | 182.38 | 1399.20 |
TLSv1.3 | 10.13% | 0.02% | 0.28% | 1.57% | 0.05% | 253.56 | 539.69 | 639.16 | 436.32 | 534.63 |
UDP | 7.24% | 0.04% | 98.03% | 96.73% | 2.50% | 450.58 | 422.22 | 482.03 | 209.11 | 493.45 |
SSL | <0.01% | 95.00 |
Protocol | Traffic Share, % | Average Packet Size, Byte | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Half Life: Alyx | Google Earth | Rec Room | Beat Saber | VR Chat | Half Life: Alyx | Google Earth | Rec Room | Beat Saber | VR Chat | |
HTTP | 0.02% | 0.01% | 299.04 | 293.30 | ||||||
MDNS | 0.84% | 0.62% | 158.89 | 159.00 | ||||||
QUIC | 0.04% | 0.03% | 458.94 | 461.09 | ||||||
SDDP | 0.06% | 0.05% | 183.00 | 180.76 | ||||||
TCP | 88.56% | 35.85% | 36.82% | 30.50% | 48.91% | 1059.09 | 18.94 | 777.16 | 843.89 | 57.36 |
TLSv1 | <0.01% | 0.03% | 222.67 | 74.00 | ||||||
TLSv1.2 | 7.06% | 58.78% | 3.27% | 1.04% | 12.82% | 489.68 | 222.13 | 274.61 | 209.69 | 236.97 |
TLSv1.3 | 2.87% | 3.56% | 3.48% | 3.47% | 5.18% | 529.71 | 916.29 | 961.04 | 740.45 | 852.91 |
UDP | 0.56% | 1.07% | 56.43% | 65.00% | 33.07% | 262.64 | 198.20 | 222.84 | 109.48 | 288.25 |
SSL | 0.05% | 221.88 |
Trace | Uplink Share of Overall Trace Traffic |
---|---|
Half-Life: Alyx, Trace 1 | 88.5% |
Google Earth | 1.5% |
VR Chat | 1.9% |
Beat Saber, Trace 1 | 45.1% |
Rec Room | 21.7% |
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Polupanova, M. VR Traffic Dataset on Broad Range of End-User Activities. Data 2023, 8, 132. https://doi.org/10.3390/data8080132
Polupanova M. VR Traffic Dataset on Broad Range of End-User Activities. Data. 2023; 8(8):132. https://doi.org/10.3390/data8080132
Chicago/Turabian StylePolupanova, Marina. 2023. "VR Traffic Dataset on Broad Range of End-User Activities" Data 8, no. 8: 132. https://doi.org/10.3390/data8080132
APA StylePolupanova, M. (2023). VR Traffic Dataset on Broad Range of End-User Activities. Data, 8(8), 132. https://doi.org/10.3390/data8080132