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Wireless VR headsets to strain data networks

By Maria Santos
1 min read
VR
VR
In this article (5)

Wireless VR headsets will further strain telecoms networks, with data consumption from the devices set to grow by over 650% over the next four years to over 21,000 petabytes by 2021, Juniper Research predicts.

When combined with traffic generated by VR headsets connected to PCs and consoles, this consumption will reach over 28,000 petaytes, the research firm said in a new report.

VR requires fast data speeds to stream content effectively, ensuring that by 2021 data demand for each VR device is expected to exceed that of 4G, Juniper Research said. Growth in traffic will be driven by the need for higher image quality and framerates as VR becomes more mainstream.

The report recommends that operators be brought into the VR standards conversation now to prepare for the growth in consumption and help make VR more accessible.

Technologies designed to reduce the amount of data processing required, such as foveated rendering, will also need to be universally adopted.

Meanwhile, although the first wave of the new generation of VR headsets has concentrated on single-user experiences, the report predicts that social VR will play a more important role in the future of the technology.

Companies such as Facebook and WeChat are developing VR platforms and several popular VR games are incorporating social elements.

“VR is currently seen as very isolating,” research author James Moar said. “The promise of having new worlds to explore is much more compelling when other people can share the experience, which needs social games and social interfaces, as well as the development of cross-platform standards.”

Questions & Answers

Q.

What level of data consumption does Juniper Research anticipate from wireless VR headsets in the next four years?

A.

Wireless VR headset data consumption is predicted to grow by over 650% over the next four years. This will result in over 21,000 petabytes consumed by 2021, according to Juniper Research.

Q.

Why will the data demand from VR devices be so high, and what speed is it expected to exceed?

A.

Data demand will grow due to the need for higher image quality and framerates as VR becomes more popular. By 2021, each VR device's data demand is expected to exceed that of 4G.

Q.

What recommendation does the report make to prepare for the predicted growth in VR data consumption?

A.

The report recommends that network operators should be included in the VR standards discussions now. This engagement is crucial to prepare for the expected growth and help make VR technology more accessible.

Q.

What specific technological development is mentioned as crucial for managing the increased data processing demands of VR?

A.

Technologies that reduce data processing, such as foveated rendering, will need widespread adoption. This will help manage the significant data demands as VR usage grows and evolves.

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