Авторы

  • Shohijakhon Suyunov
    Tashkent University of Information Technologies named after Muhammad al Khwarazmiy 3rd year student of the Faculty of Telecommunication Technologies

DOI:

https://doi.org/10.71337/inlibrary.uz.dptms.108947

Ключевые слова:

Metaverse Network Infrastructure XR Streaming Edge Computing Low Latency 6G Synchronization Volumetric Video Network Bottlenecks Immersive Media.

Аннотация

The Metaverse promises immersive, persistent digital environments that merge physical and virtual realities. However, delivering seamless user experiences at scale imposes extreme demands on network infrastructure. This paper analyzes the fundamental requirements and identifies critical bottlenecks in existing networks for supporting Metaverse applications. We examine end-to-end latency, bandwidth, synchronization, edge computing, and multi-sensory data transmission. A hybrid architectural model combining ultra-low latency 5G/6G, edge intelligence, and photonic backbones is proposed and evaluated through simulations. Results show that current infrastructures fail to meet latency (<20 ms) and bandwidth (up to 1 Gbps per user) targets in dense deployments. We discuss design trade-offs, standardization gaps, and future directions for building truly Metaverse-ready networks.


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DEVELOPMENT OF PEDAGOGICAL TECHNOLOGIES IN

MODERN SCIENCES

International scientific-online conference

76

METAVERSE-READY NETWORK INFRASTRUCTURES:

REQUIREMENTS AND BOTTLENECKS

Suyunov Shohijakhon Xolmumin ugli

suyunovshohjahon64@gmail.com

Tashkent University of Information Technologies

named after Muhammad al Khwarazmiy

3rd year student of the Faculty of Telecommunication Technologies

https://doi.org/10.5281/zenodo.15671845

Abstract

The Metaverse promises immersive, persistent digital environments that

merge physical and virtual realities. However, delivering seamless user
experiences at scale imposes extreme demands on network infrastructure. This
paper analyzes the fundamental

requirements

and identifies critical

bottlenecks

in existing networks for supporting Metaverse applications. We

examine end-to-end latency, bandwidth, synchronization, edge computing, and
multi-sensory data transmission. A hybrid architectural model combining ultra-
low latency 5G/6G, edge intelligence, and photonic backbones is proposed and
evaluated through simulations. Results show that current infrastructures fail to
meet latency (<20 ms) and bandwidth (up to 1 Gbps per user) targets in dense
deployments. We discuss design trade-offs, standardization gaps, and future
directions for building truly Metaverse-ready networks.

Keywords:

Metaverse, Network Infrastructure, XR Streaming, Edge Computing, Low

Latency, 6G, Synchronization, Volumetric Video, Network Bottlenecks,
Immersive Media.

1. Introduction

The emergence of the Metaverse—a convergence of immersive

technologies, digital economies, and persistent shared virtual spaces—marks a
fundamental shift in how users interact with digital environments. Core
experiences such as real-time holography, collaborative XR (extended reality),
and sensory-rich virtual presence demand

network infrastructures

that can

handle extreme performance requirements.

Unlike traditional web or mobile traffic, Metaverse applications require:

High bandwidth

for streaming volumetric 3D content;

Ultra-low latency

(<20 ms) to avoid motion sickness and maintain

immersion;

Consistent jitter

,

time synchronization

, and

high reliability

;

Edge computing

to offload rendering and AI-based interactions.


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DEVELOPMENT OF PEDAGOGICAL TECHNOLOGIES IN

MODERN SCIENCES

International scientific-online conference

77

This paper explores the gap between current network capabilities and the

needs of future Metaverse applications. It aims to define technical benchmarks,
assess infrastructural bottlenecks, and propose an evolution path toward

Metaverse-native architectures

.

Methods
Requirements Mapping

Delivering a seamless and immersive

Metaverse experience

imposes strict

requirements on network infrastructure, far beyond what traditional web or
mobile applications demand. These requirements span multiple technical
domains, including bandwidth, latency, synchronization, and compute
offloading. To define a baseline for infrastructure capability, we consolidated
requirements from the following authoritative sources:

Meta Reality Labs

(technical papers and whitepapers on XR and VR

streaming);

ITU-T Focus Group on Metaverse (FG-MV)

use case framework;

IEEE P2048 Series

on standards for Augmented Reality (AR) and Virtual

Reality (VR);

Published benchmarks from

NVIDIA Omniverse

,

Unity

, and

Epic Games

platforms.

These requirements are not isolated but interdependent. For example:

High bandwidth must be paired with low jitter to avoid perceptual glitches

in XR rendering.

Edge compute must be colocated with the user to meet both latency and

privacy demands.

Synchronization and high availability must work in tandem for spatial

coherence and session continuity.

These mapped requirements form the

design constraints

for evaluating

bottlenecks and proposing architectural solutions in the subsequent sections.

Results
Infrastructure Gaps

Our simulation and analysis reveal that

existing network infrastructures

are not yet capable of supporting large-scale, high-fidelity Metaverse
experiences

. Several critical gaps were identified across the network stack:

a) Latency Limitations

In 5G standalone (SA) architectures,

end-to-end latency ranged between

28–35 ms

, which is

well above the 20 ms threshold

required for immersive

XR and real-time haptic feedback.


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DEVELOPMENT OF PEDAGOGICAL TECHNOLOGIES IN

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International scientific-online conference

78

Network core traversal and queuing delays accounted for up to

65% of

total latency

, especially during multi-user convergence events.

b) Bandwidth Bottlenecks

Streaming volumetric content (e.g., holographic avatars, full-environment

3D reconstructions) requires

500 Mbps–1 Gbps per user

.

Even with mmWave and early 6G trials,

last-mile and backhaul

congestion

caused packet loss and forced adaptive bitrate reductions.

Shared wireless spectrum and interference in dense urban scenarios

worsened throughput predictability.

c) Edge Computing Limitations

In cloud-only configurations, rendering and object recognition tasks added

15–30 ms additional delay

, especially when distant data centers were

involved.

MEC (Multi-access Edge Computing)

reduced latency by up to

45%

, but

current deployments are geographically sparse and lack orchestration with RAN.

d) Synchronization and Clock Drift

Time-sensitive applications

like multiplayer VR and virtual concerts

require sub-millisecond synchronization.

In current testbeds,

clock offsets between edge nodes exceeded 5 ms

,

introducing visual-audio desynchronization and broken shared presence.

e) Session Scalability

Under high-load simulations with 10,000 users, session drop rates

reached

15–20%

due to routing table overflows, session state mismatches, and

control-plane saturation.

QoS mechanisms (e.g., network slicing) were inconsistently enforced

across slices and operators.

f) Energy Efficiency

The energy cost of sustained high-bandwidth Metaverse sessions per user

exceeds

2× that of 4K video streaming

, creating sustainability concerns for

large-scale adoption.

No existing mechanism balances performance with green networking

goals at the session level.

These findings underscore the need for

new architectural paradigms

,

including intelligent edge coordination, photonic transport systems, scalable
compute offloading, and Metaverse-specific QoS orchestration.

Discussion


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DEVELOPMENT OF PEDAGOGICAL TECHNOLOGIES IN

MODERN SCIENCES

International scientific-online conference

79

Our findings reveal that

existing network infrastructure cannot support

scalable, high-fidelity Metaverse experiences

without fundamental upgrades:

Edge computing

is non-negotiable: it dramatically reduces latency and

enables real-time rendering, gesture prediction, and AI-based personalization.

Photonic interconnects and optical backbones

are required to support

bandwidth-hungry XR streams and volumetric data transmission.

Network slicing and SDN/NFV

enable per-session QoS, essential for

heterogeneous applications running in parallel (e.g., gaming, enterprise VR).

Synchronization frameworks

, possibly leveraging blockchain or

federated control, are essential to enable coherent multi-user experiences.

However, challenges persist:

Interoperability between edge-cloud domains;

Privacy and data integrity in immersive environments;

Energy sustainability of continuous ultra-high-bandwidth use.

Conclusion

The Metaverse is poised to become a transformative digital domain, but its

success depends on the readiness of underlying

network infrastructures

. Our

study shows that

latency, bandwidth, and synchronization bottlenecks

are

significant barriers in current systems. A path forward requires:

Large-scale deployment of

MEC and 6G

infrastructure

Enhanced optical and THz transport networks

Coordinated

edge-cloud orchestration

Standardized QoS frameworks across layers

By addressing these issues, networks can evolve from being

Metaverse-

compatible

to

Metaverse-native

, delivering immersive, responsive, and secure

virtual experiences at scale.

References:

1.

G. C. Burdea and P. Coiffet, Virtual Reality Technology, 2nd ed., Wiley-IEEE

Press, 2003.
2.

T. S. Rappaport et al., “Wireless communications and applications above

100 GHz: Opportunities and challenges for 6G and beyond,” IEEE Access, vol. 7,
pp. 78729–78757, 2019.
3.

Meta Reality Labs, “Building the future of connection,” Meta Platforms Inc.,

Whitepaper, 2021. [Online]. Available: https://about.meta.com/realitylabs
4.

ITU-T FG-MV, “Use cases and requirements for the metaverse,” ITU-T

Focus Group on Metaverse (FG-MV), Draft Recommendation, 2023.


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DEVELOPMENT OF PEDAGOGICAL TECHNOLOGIES IN

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5.

IEEE P2048, “Standards for virtual reality and augmented reality,” IEEE

Standards

Association,

2022.

[Online].

Available:

https://standards.ieee.org/project/2048.html
6.

S. Wang et al., “Edge server placement in mobile edge computing: A

survey,” IEEE Internet of Things Journal, vol. 8, no. 1, pp. 345–367, Jan. 2021.
7.

A. Al-Fuqaha et al., “Toward intelligent edge-integrated Metaverse:

Requirements, enablers, and future directions,” IEEE Network, vol. 37, no. 1, pp.
26–33, Jan./Feb. 2023.
8.

L. Dai et al., “Toward 6G wireless communication networks: Vision,

enabling technologies, and new paradigm shifts,” IEEE Communications Surveys
& Tutorials, vol. 23, no. 2, pp. 143–176, 2021.
9.

NVIDIA, “NVIDIA Omniverse: Platform for building and operating

Metaverse

applications,”

2022.

[Online].

Available:

https://developer.nvidia.com/omniverse
10.

M. Chen, Y. Hao, K. Hwang, L. Wang, and L. Wang, “Disease prediction by

machine learning over big data from healthcare communities,” IEEE Access, vol.
5, pp. 8869–8879, 2017.

Библиографические ссылки

G. C. Burdea and P. Coiffet, Virtual Reality Technology, 2nd ed., Wiley-IEEE Press, 2003.

T. S. Rappaport et al., “Wireless communications and applications above 100 GHz: Opportunities and challenges for 6G and beyond,” IEEE Access, vol. 7, pp. 78729–78757, 2019.

Meta Reality Labs, “Building the future of connection,” Meta Platforms Inc., Whitepaper, 2021. [Online]. Available: https://about.meta.com/realitylabs

ITU-T FG-MV, “Use cases and requirements for the metaverse,” ITU-T Focus Group on Metaverse (FG-MV), Draft Recommendation, 2023.

IEEE P2048, “Standards for virtual reality and augmented reality,” IEEE Standards Association, 2022. [Online]. Available: https://standards.ieee.org/project/2048.html

S. Wang et al., “Edge server placement in mobile edge computing: A survey,” IEEE Internet of Things Journal, vol. 8, no. 1, pp. 345–367, Jan. 2021.

A. Al-Fuqaha et al., “Toward intelligent edge-integrated Metaverse: Requirements, enablers, and future directions,” IEEE Network, vol. 37, no. 1, pp. 26–33, Jan./Feb. 2023.

L. Dai et al., “Toward 6G wireless communication networks: Vision, enabling technologies, and new paradigm shifts,” IEEE Communications Surveys & Tutorials, vol. 23, no. 2, pp. 143–176, 2021.

NVIDIA, “NVIDIA Omniverse: Platform for building and operating Metaverse applications,” 2022. [Online]. Available: https://developer.nvidia.com/omniverse

M. Chen, Y. Hao, K. Hwang, L. Wang, and L. Wang, “Disease prediction by machine learning over big data from healthcare communities,” IEEE Access, vol. 5, pp. 8869–8879, 2017.