5G; QoE parameters and metrics relevant to the Virtual Reality (VR) user experience (3GPP TR 26.929 version 17.0.0 Release 17)

RTR/TSGS-0426929vh00

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ETSI TR 126 929 V17.0.0 (2022-05) - 5G; QoE parameters and metrics relevant to the Virtual Reality (VR) user experience (3GPP TR 26.929 version 17.0.0 Release 17)
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TECHNICAL REPORT
5G;
QoE parameters and metrics relevant to the Virtual Reality (VR)
user experience
(3GPP TR 26.929 version 17.0.0 Release 17)

3GPP TR 26.929 version 17.0.0 Release 17 1 ETSI TR 126 929 V17.0.0 (2022-05)

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RTR/TSGS-0426929vh00
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3GPP TR 26.929 version 17.0.0 Release 17 2 ETSI TR 126 929 V17.0.0 (2022-05)
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3GPP TR 26.929 version 17.0.0 Release 17 3 ETSI TR 126 929 V17.0.0 (2022-05)
Contents
Intellectual Property Rights . 2
Legal Notice . 2
Modal verbs terminology . 2
Foreword . 5
Introduction . 5
1 Scope . 6
2 References . 6
3 Definitions of terms, symbols and abbreviations . 7
3.1 Terms . 7
3.2 Symbols . 7
3.3 Abbreviations . 7
4 VR QoE overview . 8
4.1 Introduction . 8
4.2 VR QoE metrics evolution . 8
4.3 Viewport-related QoE aspects . 9
4.3.1 Introduction. 9
4.3.2 Single stream region-independent coding . 9
4.3.3 Single stream region-dependent encoding . 9
4.3.4 Multiple stream region-dependent encoding . 10
4.3.5 Region-based encoding, simple head movement . 11
4.3.6 Region-based encoding, complex head movements . 12
4.3.7 Summary . 12
4.4 Viewport-related information flow . 12
5 Use case for VR QoE . 15
5.1 Introduction . 15
5.2 3DoF VR Streaming . 15
6 VR QoE reference model under consideration . 15
6.1 General description. 15
6.2 Observation point 1 . 16
6.3 Observation point 2 . 16
6.4 Observation point 3 . 17
6.5 Observation point 4 . 17
6.6 Observation point 5 . 17
7 VR interaction metrics. 18
7.1 Introduction . 18
7.2 VR interaction latency . 18
7.2.1 Introduction. 18
7.2.2 VR Interaction detection latency . 19
7.2.3 VR content access latency . 19
7.2.4 VR decoding latency . 20
7.2.5 VR rendering latency . 20
8 VR content impact on QoE . 20
8.1 Introduction . 20
8.2 Impact of Content Complexity on QoE . 20
8.2.1 Introduction. 20
8.2.2 Preparation of datasets . 21
8.2.3 Technical setup and equipment . 21
8.2.4 Test Method . 21
8.2.5 Results . 21
8.2.5.1 Audio-visual quality of the entire VR session . 21
8.2.5.2 Assessment of simulator sickness . 22
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8.2.6 Summary . 24
9 Transmission impact on VR QoE . 24
9.1 Introduction . 24
9.2 QoE metrics relevant with network transmission . 24
9.2.1 Average Throughput . 24
9.2.2 Buffer Level . 24
9.2.3 Play List . 24
9.2.4 Presentation Delay . 25
9.2.4.1 Introduction . 25
9.2.4.2 Ignore viewport and encoding quality . 25
9.2.4.3 Consider viewport but not encoding quality . 25
9.2.4.4 Consider viewport and encoding quality . 26
9.2.4.5 More advanced delay measurements . 27
9.2.4.6 Aggregation . 27
9.2.4.7 Metric definition . 27
9.2.4.8 Metric examples . 27
10 VR device impact on QoE . 30
10.1 Introduction . 30
10.2 QoE metrics relevant with VR device . 30
10.2.1 Field of View . 30
10.2.2 Resolution . 30
10.2.3 Refresh Rate. 30
10.2.4 Decoder capability . 30
10.2.5 Detailed QoE metrics . 31
11 VR QoE configuration and reporting . 31
11.1 Introduction . 31
11.2 VR metrics. 31
12 Conclusions . 32
Annex A:  MPEG-I part-6 immersive media metrics . 33
A.1 Client Reference Model. 33
A.2 MPEG Immersive media metrics . 33
A.2.1 Display information set . 33
A.2.2 Rendered field-of-view set . 34
A.2.3 Rendered viewports . 34
A.2.4 Comparable viewport switching latency . 35
A.2.5 Viewpoint switching latency . 36
Annex B: Change history . 37
History . 38

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Foreword
This Technical Report has been produced by the 3rd Generation Partnership Project (3GPP).
The contents of the present document are subject to continuing work within the TSG and may change following formal
TSG approval. Should the TSG modify the contents of the present document, it will be re-released by the TSG with an
identifying change of release date and an increase in version number as follows:
Version x.y.z
where:
x the first digit:
1 presented to TSG for information;
2 presented to TSG for approval;
3 or greater indicates TSG approved document under change control.
y the second digit is incremented for all changes of substance, i.e. technical enhancements, corrections,
updates, etc.
z the third digit is incremented when editorial only changes have been incorporated in the document.
Introduction
User experience based network management is important for operators so that they can provide best quality services. In
case of a VR service, which is much more complex than traditional video streaming in terms of content creation,
network transmission and device requirements, the provision of a satisfying immersive experience is more challenging.
The first step of this effort would be to find out what factors have an impact on user experience, and define reference
metrics and parameters that would help operators make assessment of user experience, do trouble shooting and design
target solutions.
The analysis of impact on user experience involves the whole E2E VR service chain:
- Creation of content. VR content creation would involve multiple steps such as capture, stitching, projection, and
encoding, each step would have an impact on the content itself. It is necessary to look into each step and find out
what factors are relevant to the VR experience;
- Network transmission. The amount of video data of VR content entails a high streaming bitrate, and may lead to
a risk of network and/or access link congestion and re-buffering, and thus an impediment to limiting latency.
Latency is one of the key elements to create the feeling of immersiveness, and thus has considerable impact on
user experience.
- Device requirement. Compared with a traditional device, be it a mobile phone or a tablet, a VR device exhibits
many more attributes, designed to help create immersive experience. The degree of freedom it provides to users,
the sensitivity of sensors that enable quick catching of head movement, and many other attributes, all need to be
studied and evaluated about their relevance to user experience.
The present document investigates the QoE metrics relevant with VR experience from the aforementioned three aspects,
and also the way of reporting these QoE metrics to the network for further analysis.
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1 Scope
The present document provides a study on the QoE metrics relevant to VR service. The study focuses on:
- Defining a device reference model for VR QoE measurement points.
- Studying key performance indicators that may impact the experience of VR service.
- Identifying the existing QoE parameters and metrics defined in SA4 standards such as TS 26.247, TS 26.114
which are relevant to Virtual Reality user experience;
- Identifying and defining new QoE parameters and metrics relevant to Virtual Reality user experience, taking into
consideration the use cases listed in TR 26.918, and any sources that show the relevance of new metrics, e.g.
scientific literature, specifications/solutions from other standard organizations.
- Analysing potential improvements to the existing QoE reporting so as to better accommodate VR services.
- Providing recommendations to future standards work in SA4 on the QoE parameters and metrics and, as
necessary, coordinate with other 3GPP groups and external SDOs, e.g. MPEG, ITU-T.
2 References
The following documents contain provisions which, through reference in this text, constitute provisions of the present
document.
- References are either specific (identified by date of publication, edition number, version number, etc.) or
non-specific.
- For a specific reference, subsequent revisions do not apply.
- For a non-specific reference, the latest version applies. In the case of a reference to a 3GPP document (including
a GSM document), a non-specific reference implicitly refers to the latest version of that document in the same
Release as the present document.
[1] 3GPP TR 21.905: "Vocabulary for 3GPP Specifications".
[2] 3GPP TR 26.918: "Virtual Reality (VR) media services over 3GPP".
[3] 3GPP TS 26.247: "Transparent end-to-end Packet-switched Streaming Service (PSS); Progressive
Download and Dynamic Adaptive Streaming over HTTP (3GP-DASH)".
[4] ISO/IEC 23009-1: 2014/Amd. 1:2015/Cor.1:2015: "Information technology -- Dynamic adaptive
streaming over HTTP (DASH) -- Part 1: Media presentation description and segment formats".
[5] Recommendation ITU-T P.1203 (10/2017): "Parametric bitstream-based quality assessment of
progressive download and adaptive audiovisual streaming services over reliable transport".
[6] A. Singla, S. Fremerey, W. Robitza, A. Raake, "Measuring and comparing QoE and simulator
sickness of omnidirectional videos in different head mounted displays", in 9th International
Conference on Quality of Multimedia Experience (QoMEX), May 2017.
[7] A. Singla, A. Raake, W. Robitza, P. List, B. Feiten, "AhG8: Subjective Quality Evaluation for
Omnidirectional (360°) Videos", Joint Video Exploration Team of ITU-T SG16 WP3 and ISO/IEC
th
JTC1/SC29/WG11, JVET-G0152, 7 Meeting, July 2017.
[8] Recommendation ITU-T P.910 : "Subjective video quality assessment methods for multimedia
applications", International Telecommunication Union, April 2008.
[9] Recommendation ITU-R BT.500-13: "Methodology for the subjective assessment of the quality of
television pictures", International Telecommunication Union, Jan. 2012.
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[10] R. S. Kennedy, N. E. Lane, K. S. Berbaum, and M. G. Lilienthal, "Simulator sickness
questionnaire: An enhanced method for quantifying simulator sickness," The International Journal
of Aviation Psychology, 1993.
[11] E. Asbun, Y. He, Y. He, "AHG8: InterDigital Test Sequences for Virtual Reality Video Coding",
Joint Video Exploration Team of ITU-T SG16 WP3 and ISO/IEC JTC1/SC29/WG11, JVET-
D0039, 4th Meeting, Oct. 2016.
[12] S. Schwarz et. al., "Tampere pole vaulting sequence for virtual reality video coding", Joint Video
Exploration Team of ITU-T SG16 WP3 and ISO/IEC JTC1/SC29/WG11, JVET-D0143, 4th
Meeting, Oct. 2016.
[13] W. Sun, R. Guo: "Test Sequences for Virtual Reality Video Coding from LetinVR", Joint Video
Exploration Team of ITU-T SG16 WP3 and ISO/IEC JTC1/SC29/WG11, JVET-D0179, 4th
Meeting, Oct. 2016.
[14] 3GPP TS 26.118: "3GPP Virtual reality profiles for streaming applications".
[15] ISO/IEC 23090-6: "Immersive media metrics".
[16] 3GPP TS 26.114: " IP Multimedia Subsystem (IMS); Multimedia telephony; Media handling and
interaction".
[17] 3GPP TR 26.909: "Study on improved streaming Quality of Experience (QoE) reporting in 3GPP
services and networks".
3 Definitions of terms, symbols and abbreviations
3.1 Terms
For the purposes of the present document, the terms given in 3GPP TR 21.905 [1] and the following apply. A term
defined in the present document takes precedence over the definition of the same term, if any, in 3GPP TR 21.905 [1].
3.2 Symbols
Void.
3.3 Abbreviations
For the purposes of the present document, the abbreviations given in 3GPP TR 21.905 [1] and the following apply. An
abbreviation defined in the present document takes precedence over the definition of the same abbreviation, if any, in
3GPP TR 21.905 [1].
AV Audio/video
AVC    Advanced Video Coding
3DOF 3 Degrees of freedom
6DOF 6 Degrees of freedom
DASH Dynamic Adaptive Streaming over HTTP
FHD         Full High Definition
FOV Field of view
HMD Head Mounted Display
MCC Metrics collection and computation
MPD Media Presentation Description
QoE Quality of Experience
VR Virtual Reality
UL Up-link
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4 VR QoE overview
4.1 Introduction
The VR service is much more complex than traditional 2D video streaming, and thus defining relevant metrics is also
more challenging. The following clauses address some of these challenges.
4.2 VR QoE metrics evolution
The goal with this study is to suggest improvements to the existing QoE reporting, so that suitable QoE metrics are
available to better understand the VR service quality as experienced by the VR users. A complicating factor for the
study is the lack of a thorough scientific understanding on exact how different VR conditions and impairments relate to
the final user quality.
As VR services becomes more mature, and also more standardized, this understanding will become more clear over
time. It is not unlikely that in a long-term perspective there might be standardized objective quality models, similar to
the ITU-T P.1203 [5], which translate measurable QoE metrics into the final user experience.
However, there is a significant delay from the time a standard (3GPP, MPEG, ITU-T etc.) is ready, until the
corresponding standard features are actually implemented large-scale by the device industry. There is also a further
delay until the penetration of such standard-compliant devices gets high enough to become useful for wider analysis.
Thus, waiting with defining VR-related QoE metrics until a full and complete understanding has been gained will cause
a significant gap in time, where VR service-quality monitoring cannot be adequately performed, at least not by
standardized means.
The question is how to move forward during this transition period, where a detailed understanding of the QoE relations
is not always available? And how to do it in a way where stepwise QoE metrics refinement can be done over several
releases?
The key for how to succeed with this can actually be found in the existing QoE metrics in TS 26.247. When these
metrics were standardized in Rel-10, several of the defined "metrics" are actually not really stand-alone QoE metrics.
Rather they are just lists of events initiated by the client or by the user.
A typical example is the PlayList, which contains user and client actions, together with timestamps and a minimal set of
related metadata. As discussed in earlier SA4 meetings, these "event lists" are not QoE metrics by themselves, and there
has also been suggestions to enhance TS 26.247 with additional "real QoE metrics".
However, a big advantage with the event lists is that they contain the basic information necessary to calculate other
derived QoE metrics. For instance, ITU-T P.1203 needs as one input a metric containing the number of rebufferings. As
P.1203 was not fully standardized until 2017, there was no knowledge during the Rel-10 QoE work that such a metric
would later be needed. However, due to the event-based PlayList it is now actually possible to derive this metric,
without changing the TS 26.247 standard. The same is true for several other metrics needed by P.1203.
A drawback with event lists, especially for the VR case, is that they can potentially contain a lot of events. For normal
2D streaming the interaction from the user is much more limited, basically play, stop, jump, etc. For a VR service all of
those are also there, but the main interaction is continuous head (or even body) movements, which then might also
cause the player to interact towards the network in different ways (fetching different tiles etc.).
However, there are several ways to handle the report size problem, for instance using a constant (but configurable)
sample time for the "movement list", and/or a (configurable) movement threshold before a movement is logged.
Although it might be difficult to define exactly what sample time or movement threshold that would be the best
compromise between accuracy and report size, actually there is no need to know that right now. It is a decision which
can be made (years) later by the operator or the service provider, depending on the QoE use case at that point in time.
When VR services become more mature, it is expected that more optimized versions of the QoE metrics can possibly be
standardized, resulting in more tailored and smaller metrics. But having a basic QoE reporting available as early as
possible is a big advantage, as it is typically during the early phases of a new service adoption that the need for quality-
related feedback and analysis is most important.
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Thus a stepwise evolution of VR QoE metric could be to use event lists whenever possible for the initially defined
metrics, as this seems to be the most future-proof representation. The lists could allow some basic configurability to
enable a flexibility between accuracy vs. report size. This would allow later derivation of more specific QoE metrics, as
well as other quality-related aspects, some of which might not even be known today.
4.3 Viewport-related QoE aspects
4.3.1 Introduction
From the user point of view, one of the main differences between normal 2D video streaming and VR video streaming
is the notion of a viewport. Instead of always seeing the complete video, the user only sees a cropped part of the video,
the viewport, depending on the direction of the device.
The resulting impairments and quality experience will vary depending on content authoring strategy, the client
rendering strategy, and any network impact. The following clauses show some (non-exhaustive and simplified)
examples of possible delivery scenarios and resulting impairment types. Note that while the viewport also affects audio,
no audio aspects are included in the examples.
The examples should not be seen as any endorsement of specific authoring or delivery technology, they only illustrate
some possible impairments as seen from the user point of view. Also, for the sake of simplicity, all examples are drawn
with square regions, but in practice regions can have different shapes and also do not need to have clear quality
boundaries. Any spatial distortion due to the mapping into spherical rendering is also not considered.
4.3.2 Single stream region-independent coding
In this scenario the content is encoded with the same resolution and quality settings over the complete 360 content, and
delivered as a single stream. The client decodes the complete stream but shows only the cropped part corresponding to
the viewport (the red rectangle).

Figure 4.3.2: Single stream region-independent coding

In the example above the user moves the viewport from left to right, but as the encoding is the same for any viewport,
this scenario is very similar to the 2D case. The main additional impairments would likely be related to projection
artefacts and any device-internal rendering delay.
4.3.3 Single stream region-dependent encoding
The content is encoded with emphasis on one or more regions, where the content producer believes that most users will
direct their viewport. Thus the resolution and/or coding quality is higher for selected parts of the spatial area,
corresponding to these regions. The video is still delivered as one single 360 stream, and the client decodes and shows a
cropped part corresponding to the viewport.
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Figure 4.3.3: Single stream region-dependent encoding
In the example above, two emphasized regions are defined (dark grey), and the user moves the viewport from left to
right. For all three viewports the average viewport quality is the same (i.e. 50 % high quality and 50 % low quality), but
it is likely that the quality in the central part of the viewport has largest importance for the user. Thus you would expect
viewport #1 to be experienced as best, and viewport #3 as worst.
4.3.4 Multiple stream region-dependent encoding
Multiple streams can be used, each emphasizing a given region. The receiver selects to download and render the stream
which emphasized region best corresponds to the actual viewport.

Figure 4.3.4: Multiple stream region-dependent encoding
In the example above, stream #1 and stream #2 have 25 % overlapping region-optimized encoding, and when reaching
viewport #3 the receiver decides to switch to stream #2. Thus while turning the head between viewport #2 and #3, the
user will see an instant change of quality for the left part (going high to low) and right part (going low to high) of the
viewport.
Note that the average viewport quality is the same for viewport #2 and #3 (i.e. ~67 % high quality and ~33 % low
quality) but the dynamic effect of switching between them is probably clearly visible. If the user moves his head back
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and forth between viewport #2 and #3, and the receiver selects to switch streams, such quality changes can likely be
rather annoying.
4.3.5 Region-based encoding, simple head movement
With region-based encoding the client typically fetches viewport regions with high quality, while using low-quality
regions for the background around the viewport (or even for the complete 360). The figures below (left and right)
illustrate two variants of a simple head movement.

Figure 4.3.5-1: Region-based encoding, simple head movement
On the left side, the head movement is aligned with the regions, while on the right side it is moved a small bit into the
next region column, and also a bit downward. In both cases the main impairment is the visible delay before high-quality
versions of the new viewport regions have been fetched and rendered.
In the example it likely takes a bit longer to update the right scenario (nine regions instead of two), but due to the
minimal viewport coverage of the seven outer regions, the user is unlikely to note any quality difference between the
left and right scenario after the update of the first two regions. Thus although the final update delay probably is
different, the experienced quality might be the same.
Note that the client could in principle instead decide to skip updating the seven outer regions due to their minimal
viewport coverage. Alternatively, the client could decide to update them, but use an intermediate quality level instead of
the highest quality, resulting in the example below.

Figure 4.3.5-2: Region-based encoding, simple head movement, use of an intermediate quality level
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4.3.6 Region-based encoding, complex head movements
In practice, a user might move his head in more complex patterns, with continuous movements of varying speed. During
these movements the region update times will likely vary depending on network conditions etc. The example below
shows a possible scenario, where the update most of the time lags somewhat compared to the current viewport at any
given time.
Figure 4.3.6: Region-based encoding, complex head movements
4.3.7 Summary
The shown examples form only a small subset of many possible scenarios, but they still illustrate that the viewport-
related interaction between the user, the client, and the server is complex, and the final impact on the end-user quality
will depend on many factors.
This interaction and its principal effect on the perceived quality needs to be understood. The interaction also needs to be
mapped into a reference architecture, identifying what information (for instance regarding the viewport) that might be
available at different sub-parts of the system.
Note that QoE metrics as such need not map perfectly to the perceived end-user quality, as this is a much wider task
usually handled by ITU-T with extensive subjective tests, and advanced quality models. However, QoE metrics should
be designed in such a way that they will be able to characterize typical impairments in a consistent, discriminative and
meaningful way.
4.4 Viewport-related information flow
To better understand what metrics are possible to measure, the flow of information inside the VR streaming application
is of importance. A reference model for VR QoE measurements is described later in clause 6, defining a number of
observation points. However, the current clause will not specifically focus on observation points, but more on the flow
of information, and will instead use the following picture to illustrate a possible information flow for a simple use-case:
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Figure 4.4.1: Client Reference Architecture for VR DASH Streaming Applications (from [14])
The DASH data model in Figure 4.4.2 below is also used as a basis for the use-case:

Figure 4.4.2: DASH Data Model
As seen in Figure 4.4.2, the adaptation sets are the central part for any viewport-related handling of the DASH media.
Each adaptation set covers a certain spatial area of the sphere (signalled in CC), and it may also contain additional
information on the relative quality ranking (QR) between the sets. Thus adaptation sets are selected depending on the
user pose, and within each adaptation set there might be several representations with different encoding bitrates.
Note that depending on the scenario (e.g. single stream region-independent, single stream region-dependent, multiple
stream region-dependent) multiple adaptation sets may be used at the same time, for instance a low-quality low-bitrate
full-coverage set used for the full 360 view, and one or more high-quality sets which mainly covers the intended
viewport. In tiled distributions each adaptation set typically contain only one tile, at a certain resolution.
ETSI
3GPP TR 26.929 version 17.0.0 Release 17 14 ETSI TR 126 929 V17.0.0 (2022-05)
Figure 4.4.3 below shows a simplified signalling diagram for a use-case with different changes of user pose:

Figure 4.4.3: Simplified signalling use-case
ETSI
3GPP TR 26.929 version 17.0.0 Release 17 15 ETSI TR 126 929 V17.0.0 (2022-05)
Although very simplified, the use-case illustrates the possible division of responsibility between the VR application and
the DASH access engine. The VR application uses the sensor information and the MPD coverage and quality metadata
to continuously decide which adaptation sets that will be used. The task of the DASH access engine is to continuously
fetch the media segments for the selected adaptation sets, while possibly adapting between different representations
depending on the bitrate conditions in the network
In this use-case the DASH access engine does not have any knowledge about the pose or viewport orientation, or other
viewport aspects such as field-of-view. It only tries to fetch suitable segments for the adaptation sets specified by the
VR application, and deliver these for decoding and rendering.
Thus any metrics related to p
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