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Could Network Demand Mean Pokémon No Go

Thursday, 08/11/2016

Pokemon is the latest in a series of augmented reality apps to hit our networks and the question being asked is, ‘Do we have the underlying network infrastructure in place to deliver the VR and AR experience to mass audiences?’

Forecasts suggest that the challenges of latency and bandwidth availability posed by over utilized networks will hit the theoretical limit of Shannon’s Limit sooner than we think. Ultimately, that experience comes down to bandwidth and latency.

 

 

Network World’s Steve Alexander explains the problem in simple terms:


“Let’s take AR and the Pokémon Go effect on the network. It’s clear that the technology is viable given the explosion in popularity of the game. But can today’s network really support the needed scale as the demand per user and pre application also “goes viral?” Critical to this game, VR and AR in general is constant high-quality connectivity. Lose that, and you get a bunch of angry Pokémon chasers.”


Latency is also key. That’s because even small delays in routing the round-trip signal can have a major adverse effect on the VR experience, potentially causing motion sickness for the viewer; it’s disorienting for the viewer to turn his head at a certain speed and not have the landscape move at the same pace.”


“The network must become smarter and programmable. All of the resources in the infrastructure need to be orchestrated together to provide the desired end-user experience. Network topology, connectivity, service class and quality of service all need to be on-demand services that can be customized to suit the needs of the end user.”


Learn more about Shannon’s Limit and Network Latency

Read the full article in Network World  

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