Multi-User Virtual reality Model for Gaming Applications using 6DoF
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Abstract
More and more people are able to buy virtual reality (VR), which is driving its appeal. Google Cardboard and other low-end, affordable devices are available, as are more costly headgear like the HTC Vive and Oculus Rift. Virtual reality (VR) headsets eliminate outside distractions, making it a more engaging platform for information distribution than more conventional means. Users are able to converse and participate inside the same virtual environment with multiuser VR apps. However, issues with network speed, QoS, and session privacy are introduced by this shared environment. With the goal of evaluating network behavior in various circumstances, this study introduces a multi-user virtual reality application that uses both actual and simulated VR headsets, such as the Oculus Rift. Understanding how many virtual reality users can be connected at once while maintaining great picture quality relies on this quality of service study.