NVIDIA Announces CloudXR for AR/VR Cloud Rendering Over 5G

At MWC Los Angeles this week, NVIDIA CEO Jensen Huang demonstrated the corporate’s CloudXR platform which is made to stream cloud-rendered AR and VR content material over 5G connections. Constructed to help SteamVR/OpenVR content material out of the field, Nvidia says it should launch a CloudXR SDK to allow corporations to supply AR and VR content material from the cloud.

Nvidia needs to leverage GPU-based cloud infrastructures to allow companies to render high-end AR and VR visuals remotely and ship them to prospects over 5G. The thought is to take away VR’s high-end barrier by rendering the visuals within the cloud and streaming them to a bunch gadget which itself doesn’t want notably beefy or costly . Nvidia already gives a really related service known as GeForce Now, but it surely’s for conventional video games slightly than VR.

Now the corporate says it has developed a cloud-rendering pipeline, particularly supporting SteamVR/OpenVR content material, which the corporate is looking CloudXR. Quite than supply this service on to prospects (as with GeForce Now), Nvidia is positioning CloudXR as a set of instruments which different companies can use to deliver AR/VR streaming to their prospects. This strategy is sensible as a result of one of many key items to this puzzle is a 5G community (due to its potential for low latency) and Nvidia hopes that carriers who’re constructing out 5G networks will need to supply CloudXR streaming as a technique to entice prospects to their networks.


Nvidia has talked about the potential for AR/VR cloud rendering previously, however this week the corporate is formally saying an early launch of the CloudXR SDK which can be utilized as the premise for bringing cloud-rendered AR/VR content material to prospects. The SDK contains:

Server driver that runs within the information heart
Simple-to-use consumer library to allow VR/AR streaming for a large number of OpenVR functions to Android and Home windows units
SDK for transportable consumer units that allow utility builders simply stream rendered content material from the cloud

The system is designed to work with SteamVR/OpenVR content material out of the field and be capable to stream to consumer software program working on Home windows or Android, which might embody Home windows host PCs, Android-based standalone headsets, and even handheld units (for handheld AR).

CloudXR Demo

On stage at MWC Los Angeles this week Nvidia demonstrated CloudXR in motion in a handheld AR mode. A excessive constancy 3D mannequin of a automotive (rendered within the cloud) was projected onto the stage utilizing a cellphone because the augmented actuality platform (presumably Android, with a CloudXR consumer built-in with Android’s ARCore monitoring).

Nvidia says the system works to “dynamically optimize streaming parameters and maximize picture high quality and body charges, so XR experiences can preserve optimum high quality beneath any community situation.” However the firm isn’t speaking specifics about latency necessities, apart from to say that CloudXR gives “no detectable latency distinction” in comparison with a regionally rendered view (a declare we’ve heard many instances earlier than, however not often stands as much as scrutiny).

The precise setup of the demo on stage isn’t clear at this level, so we aren’t positive if it was an illustration of the entire information center-to-device pipeline, or a regionally rendered instance simply displaying the capabilities of CloudXR with out together with a networked transmission.

VR/AR Cloud Rendering, 5G, and Edge Networks

Streaming AR and VR from the cloud has lengthy remained a technical chance that’s  in the end held again far more by latency than bandwidth limitations. Whereas CloudXR is in fact designed to be low latency itself, one other main a part of latency within the cloud rendering pipeline is the community supply—as soon as a body leaves the info heart, it must be transmitted to the headset with out including far more latency.

Whereas 5G does theoretically have decrease latency than many current community infrastructures, so-called ‘edge computing’ is one other vital piece of the latency puzzle. Low latency is as a lot a perform of the bodily distance between the info heart and the endpoint as it’s a perform of the community’s capabilities; edge computing is the idea of finding cloud information facilities bodily close to customers to cut back latency.

A single information heart in the midst of the continental US, as an example, could have an excessive amount of latency by the point it reaches the nation’s coasts for a viable CloudXR expertise. Edge computing proposes utilizing a distributed cluster of knowledge facilities, permitting rendering to occur on the information heart nearest to every particular person person, thereby decreasing latency that outcomes from bodily distance.

It isn’t clear what sort of latency necessities Nvidia is recommending to make CloudXR viable, however being inside vary of an edge computing node could also be as vital to the equation as 5G.

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