Mobile metaverse services allow people to enjoy an online digital concert with their avatars beyond the limitation of time and space. In order to provide immersive interactive location agnostic service experience to mobile metaverse service customers, large amount of computing resouces is needed to perform real-time processing for audio, video, and interactive data, etc. The thing to realise here is that different customers will use terminals e.g. XR glasess with different brands and different processing capabilities, some of the glasses will not have enough computing resources to perform the real-time rendering. Through split rendering, most of the computing work task can offload to the network, the high speed and low latency transmission provided by 5G system can cooperate with the edge cloud side for real-time rendering, and combine with the local optimized rendering of the XR terminal side to provide the immersive and unbounded XR experience. In addition to this, similar to the real world, people are more likely to watch a concert together with their friends, further, the mobile metaverse live concert service is also provides private boxs for group of avatars to enjoy the concert privately, and different types of social authority can be provided in the private box on demand.
The consumers in the mobile metaverse live concert service enjoy a great immersive experience and socialize with their friends.
The 5G system is capable of supporting the communication required by the immersive mobile metaverse live concert service. Some extra edge computing services are also provided to some consumers whose equipment has insufficient computing capacity.
The functional and performance requirements for AR/VR services have been captured in
clause 7.6 of TS 22.261.
[PR 5.22.6-1]
Subject to operator policy, the 5G system shall be able to support avatar-based multiparty communication in mobile metaverse service.