Study on VR Application Efficiency of Selected Android OS
Mobile Devices
Przemyslaw Falkowski-Gilski
a
and Karol Fidurski
Faculty of Electronics, Telecommunications and Informatics, Gdansk University of Technology,
Narutowicza 11/12, Gdansk, Poland
Keywords: Android OS, HCI (Human-Computer Interface), Mobile Devices, Multimedia Content, UX (User Experience).
Abstract: Currently, the number of scenarios for using VR (Virtual Reality) technology grows every year.
Yet, there are still issues associated with it, related with the performance of the mobile device itself.
The aim of this work is to perform an analysis of the effectiveness of virtual reality applications in case of
mobile platforms. We put the main emphasis on examining the performance and efficiency of four different
hardware and software platforms, evaluated in a number of research scenarios, related with typical user
activities. The performance of various consumer devices running Android OS was assessed using selected
benchmark applications. Additionally, a custom-build environments was also created to facilitate further
testing, including an enhanced HCI (Human-Computer Interface) linking the mobile device, head-mounted
googles, and a powerful desktop PC. The performed tests and obtained results can aid any interested individual
when choosing the right mobile device, as well as configuring the VR environment, for various UX
(User Experience) purposes.
1 INTRODUCTION
Nowadays, there are many definitions of VR (Virtual
Reality) that more or less overlap in different areas
and fields of study. When we use the word VR today,
it refers precisely to computer-generated images that
have been specifically designed to provide us with the
most immersive experience possible.
Many definitions also say that VR must be
interactive. This would distinguish it from
applications such as: 3D movies, 360 videos and other
similar enhanced media (Fan et al., 2019).
The problem is that many computer-generated VRs
are not interactive at all. In practice, a 360 video may
not be computer-generated and functionally not
different from a non-interactive VR experience.
In the historical context, what is perceived as or
adjacent to VR should be widened. Some of the
milestones were therefore precursors to other forms
of media and entertainment (Dixon, 2016). The aim
of this paper is to perform an investigation of VR
application efficiency on selected mobile devices
running Android OS.
a
https://orcid.org/0000-0001-8920-6969
2 BENEFITS OF VR
TECHNOLOGY
Research conducted by PricewaterhouseCoopers
(PwC, 2021) shows that the use of virtual reality
technology in conducting training and education
(Kamińska et al., 2019; Radianti et al., 2020) brings
many benefits:
Employees using VR were able to complete
training in 4 times less time than people who
chose the lecture and about 30% faster than
people using distance learning.
People who completed training via VR showed
40% more confidence in using new abilities than
remote students.
VR users felt 4 times more emotionally attached
to the tasks performed than during remote
learning.
The use of VR in learning, almost 5 times,
reduces the number of distractions during
classes, which significantly improves the user’s
focus.
Falkowski-Gilski, P. and Fidurski, K.
Study on VR Application Efficiency of Selected Android OS Mobile Devices.
DOI: 10.5220/0011536400003318
In Proceedings of the 18th International Conference on Web Information Systems and Technologies (WEBIST 2022), pages 407-414
ISBN: 978-989-758-613-2; ISSN: 2184-3252
Copyright
c
2022 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
407
So why are virtual reality classes not conducted in
every school or university? According to a survey
conducted by VR First in 2017 (Graham, 2017),
VR laboratories were present only in 26 out of 553
surveyed universities. Others (Getting smart, 2020)
show that approx. 97% of students would like to
attend such classes. So the demand greatly exceeds
the supply.
Of course, there are several advantages of using
VR in education (Huang et al., 2019), but the cost of
such a solution seems to be the most important factor.
While browsing for VR goggles offered in the most
popular electronics stores, it was noticed that the
prices range from a couple of hundreds to thousands
of Dollars or Euro. Now do assume a scenario where
the school would like to purchase 30 sets to conduct
classes with a group of students simultaneously at the
same time.
Yet, there are affordable devices, costing less than
100 Dollars/Euro. So where is the catch? Such a
device requires a smartphone to operate that will
generate and present the entire image that we see
through the lenses.
Since by 2022 almost every person has a mobile
phone, and consumes multimedia content on a daily
basis (Falkowski-Gilski and Uhl, 2020),
nothing prevents from using it with such goggles.
If a significant part of the costs were eliminated in
this way, many institutions could start classes with
the aid of virtual reality. The question is whether VR
on smartphones is effective enough to meet the needs
of modern-day users.
3 VR ON MOBILE ANDROID OS
DEVICES
The target image that we see on mobile devices is
rendered using the theme. Usually there are several
independent parts that generate images,
e.g., SystemUI responsible for creating the status bar
and tools, and foreground applications rendering the
image within their own buffers. Then, such a buffer
is absorbed by the client, who is responsible for their
proper distribution and finally for displaying the
appropriately arranged final effect on the screen.
In case of the Android operating system (Gilski and
Stefański, 2015), this is usually a system application
called SurfaceFlinger (Android Developer, 2020),
as shown in Figure 1.
Figure 1: Flowchart of graphical data in Android OS.
Both parts are highly independent. In fact, they are
different processes that, thanks to inter-process
communication, talk to each other and synchronize
their actions. Incorrect synchronization may lead to
corruption on the screen. An example of such
corruption is called tearing, when the display shows
information from more than one frame. Such a
phenomenon is easy to identify thanks to the visible
cut line. This happens when the client renders to a
buffer that is currently displayed to the user. In this
case, one part of the screen shows the old content and
the other shows the new content.
To prevent image tearing, in addition to
synchronization, double buffering is also a key
element. It allows the producer to render new content
while the old content is still used by the client.
When rendering is finished, the buffers are switched
over and the new content can be presented.
This mechanism is necessary for a smooth and
comfortable image reception in the Android system.
Unfortunately, it has its cost, which is additional
delay, therefore optimization is very important,
especially in the case of VR technology (Shi et al.,
2019).
4 VR PERFORMANCE
Reaching the target number of frames is a particularly
important element to provide the user with a
comfortable experience in virtual reality. VR is
computationally more expensive compared to other
projects, mainly due to the need to render per each
eye separately. In case of mobile platforms, this task
is particularly demanding not only because of the VR
overhead, but also because the power of mobile
devices is much lower than that of desktop PC units
(Ba et al., 2013).
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4.1 Optimization Methods
The most common optimization methods include:
Static batching combines static objects into
one large mesh. Thanks to this, when we have,
e.g., 100 models of chairs made of the same
material, we can combine them into one draw
call. This significantly reduces the amount of
memory used, compared to drawing each such
object in a separate draw call.
Light baking – this technique refers to the initial
calculation of the lighting of a scene prior to its
launch. Usually, Unity renders each object
separately for each light that shines on a
particular object. This means that if an object
has, e.g., three lights on it, it will be rendered
three times in a given view. Thanks to the earlier
preparation of the scene, and the preparation of
textures with lighting,
we significantly reduce the number of
drawing calls.
Occlusion culling another optimization
technique is based on the fact that objects
outside the field of view of the camera are not
rendered at all.
4.2 Common Problems
The most common problems of VR technology,
in case of mobile devices, include:
Limited power the most obvious and well-
discussed challenge facing mobile virtual reality
applications is a much more limited power
budget and thermal constraints compared to the
desktop PC. Moreover,
the proximity of the processing equipment to the
user means that the thermal budget also cannot
be higher. By comparison, mobile devices
typically run below 4 W, while a single desktop
GPU can easily consume 150 W or even more.
Device overheating when the device detects
that it is getting too hot, it begins to intentionally
limit the amount of energy the app can use. This
will obviously result in slower computation and
will negatively affect the
FPS (Frames Per Second). Thermal limitation is
an important factor to keep in mind when
developing mobile VR applications. This is a
common problem, mainly due to the fact that
mobile virtual reality often pushes devices to
their limits. Devices enclosed in goggles,
while designed to be handheld, also contribute
to the increased thermal impact. Optimizing
CPU and GPU processing, reducing the use of
network and location services, e.g., related with
the handover mechanism, could improve energy
efficiency.
Delay it is very important to minimize the
delay of the head movement to its actual
representation on the device screen to give the
user the impression of real-time presence,
and being physically connected to the virtual
world. It is recommended to obtain 20 ms or less
motion latency.
In this experiment, different aspects were tested
and examined, including: obtained framerate,
device temperature and RAM consumption.
5 TEST ENVIRONMENT
The investigation was carried out using a laboratory
stand composed of a desktop PC as well as a set of 4
mobile devices.
5.1 Desktop Stand
The laboratory stand included a desktop PC with the
following configuration:
Processor – Intel i9-9900K, 8-core, 3.60 GHz.
GPU – NVIDIA RTX 2080Ti.
RAM – 16 GB.
Operating system – Windows 10.
Googles – DreamzVR 2.0.
Next, we have performed an evaluation of
a selected group of mobile devices, namely
4 smartphones running Android OS.
5.2 Tested Mobile Devices
The tested set was composed of 4 devices, including
different manufacturers, hardware components and
version of the operating system. Their principle
technical specification is described in Table 1.
Those devices included a multi-core
configuration, either 4 or 8 units, with more than
1 GB of RAM, as well as a version of Android OS
equal to 5.1 and higher. Those models were released
on the market as a medium segment, just to meet the
needs of a typical user. It should be mentioned that
none of them was advertised as a flagship model
when being released on the market, with high-end
integrated hardware.
Study on VR Application Efficiency of Selected Android OS Mobile Devices
409
Table 1: Principle technical specification of tested mobile
devices.
No. Model CPU, GPU, RAM Android
OS
1 Huawei
Y5
4-core, 1.10 GHz
Adreno 304
1 GB
5.1
2 Xiaomi
Mi9 SE
8-core, 2.30 GHz
Adreno 616
6 GB
9.0
3 Xiaomi
Mi6
8-core, 2.45 GHz
Adreno 540
4 GB
7.1
4 Xiaomi
Note 10
8-core, 2.20 GHz
Adreno 618
6 GB
9.0
Next, each device was subjected to a number of
benchmarks and stress test, in order to determine their
performance under rich multimedia rendering and
3D image processing.
6 RESULTS
As shown, the most important element of virtual
reality technology is the image itself. For this reason,
at the very beginning, it was decided to investigate
how efficient the devices are in rendering 3D scenes
in relation to each other. On each smartphone,
the Android Sling Shot test was launched in the
3DMark application (3DMark, 2022). The results are
shown in Figure 2.
Figure 2: Performance in Android Sling Shot.
As shown, the performance of each device differs
significantly. We have chosen this particular
software, because 3DMark is currently the top
benchmark for both computers and mobile devices
and has a public database of results for virtually
every device.
Next, we have decided to check the performance
in case of the most popular VR-compatible mobile
games. They were selected on the basis of top
recommended Android games (Hughes, 2022).
In case of every application, the test lasted 5 minutes.
In order to minimize the influence of other apps
running in the background, the only application
opened on the smartphone, apart from system
applications, were Gamer Bubbles and the tested
game itself. The results, describing framerate in FPS,
obtained temperature and consumed RAM resources,
are shown in Figures 3, 4 and 5, respectively.
At first glance, a typical smartphone is feasible of
obtaining a stable framerate of 60 FPS, giving a
feeling of a smooth and uninterrupted playback.
However, a noticeable difference may be observed
in case of heating of the device itself. It should be
noted that different manufacturers utilize various
materials for building the chassis as well as case.
Figure 3: Framerate in selected mobile games.
As we know, some provide a more sturdy grip,
whereas on the other side they may affect the heat
dissipation capabilities. In some cases, the placement
of the user’s hands may cause additional attenuation
of the signal, leading to an interruption in wireless
communication. Yet, this aspect was not the topic of
our study.
Figure 4: Temperature in selected mobile games.
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As shown, the typical temperature of a device put
into stress has raised to a level between 30°C and
38°C. Such a temperature will not cause discomfort
to the user.
Figure 5: RAM consumption in selected mobile games.
Surprisingly, the amount of integrated memory
proved to be sufficient when it comes to handling
complex graphical content. As noticed, neither device
did not occupy 100% of available RAM resources.
One of the reasons, aside from the mere size of this
memory, may be the upgrades made in newer releases
of the Android OS.
7 DISCUSSION
After carrying out the main objective of this study,
we have started to wonder whether there is another
way to enhance the user experience (UX) when it
comes of VR technology (Kim et al., 2020). Each and
every person can appreciate high-quality resolution,
smooth framerate, especially when one desires to
stare at the screen for a long period of time.
Eventually, we have decided to investigate what are
the possibilities of enhancing the gaming experience.
After preliminary examinations, we have agreed
to check VRidge, according to which gaming is one
of the most important needs of VR technology users.
With this software we tried to create an environment
in which we would be able to play games available
only on stationary VR-compatible PCs.
At first, it was necessary to have the RiftCat client
installed on a desktop computer (Riftcat, 2022). The
software also required a mobile client downloaded
from Google Play (VRidge, 2021).
The next step was to configure the LeapMotion
camera. For this purpose, it was necessary to download
the SDK (Software Development Kit) from the
manufacturer’s website (Leap Motion SDK, 2022). For
the camera to work with SteamVR, the Leap Driver
(Leap Driver, 2022) driver and modification of the
configuration file were also required.
Thanks to the combination of the above software
and hardware configuration, along with some custom
modifications, it was possible to run one of the most
popular VR games, namely Half-Life: Alyx, in 60
FPS, and with the possibility of hand and gesture
tracking. The photo report from the research is
presented in Figures 6-8.
Figure 6: DreamzVR 2.0 googles with an installed
smartphone and a front-mounted Leap Motion camera
running Half-Life: Alyx.
Figure 7: Half-Life: Alyx VR application with gesture
detection – gesture 1.
Study on VR Application Efficiency of Selected Android OS Mobile Devices
411
Figure 8: Half-Life: Alyx VR application with gesture
detection – gesture 2.
This hardware and software configuration worked
very well, especially when the user was in a static
sitting position. Therefore, several additional
applications were tested using the described
configuration, enriching it with supplementary input
devices, as shown in Figures 9 and 10.
Figure 9: Assetto Corsa car driving simulation VR
application with Leap Motion enabled.
Figure 10: VTol flight simulation VR application with Leap
Motion enabled.
It is worth mentioning that streaming delays
related with generating image sequences as well as
interpreting gestures were imperceptible. This aspect
becomes even more important in 5G networks
(Krogfoss et al., 2020).
8 SUMMARY
When analyzing the effectiveness of the set of user
terminals, it was found that mobile VR technology
still has a great potential for development. With the
use of appropriate software solutions, one can create
a full-sized virtual environment, thus fulfilling the
most important user needs. In addition, thanks to
mobile VR, in the nearest future we could, i.e.,
organize a mass show in virtual reality at a much
lower cost. Furthermore, mobile VR could serve as a
good introduction for the newest and most up to date
technologies in a very simple way. Compared to
desktop stationary solutions, it does not require
additional wiring, etc. As shown, current capabilities
offer a smooth rendering of high-quality images.
Of course, there are still other aspects, namely
problems with gesture control, high battery
consumption, heat dissipation, etc. Another issue is
the inability to use the phone when it is fixed inside
the head-mounted goggles. However, many of these
problems could be solved in the near future, with a set
of compatible wireless accessories. We do believe
that with the right support, this technology will have
its so-called second youth.
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This research investigation has shown that even
a typical mid-range smartphone is able to provide
stable VR image rendering. It is also possible to
relieve the mobile device from the rendering process,
as the whole handling of complex image sequences
may be realized with the aid of VRidge. Thanks to
this we were able to show any virtual reality
composition on the smartphone. Streaming delays
were practically imperceptible.
Recently, cloud gaming technologies are also
being developed, where computers bear the burden of
rendering the image. In this case, the mobile device
becomes only the stream recipient. In such a scenario,
delay plays an even more important role (Soliman,
et al., 2013; Huang et al., 2014; Laghari et al., 2019).
As shown, VR technology is very capable of
enhancing the user experience, even with a portable
mobile device. With the aid of appropriate goggles,
even a mid-range device becomes a good replacement
for expensive dedicated accessories. Undeniably,
a broader range of consumer application could speed
up the whole process and make VR even more
popular among people.
Future studies may and should include a broader
range of consumer devices, googles, as well as test
scenarios, including rich 3D graphics and multimedia
content. Additional source of inspiration may be
found in (Kopczyński, 2021; Langer et al., 2021;
Sermet and Demir, 2022; Cheng, 2022).
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