Samsung's 6G White Paper: Available by 2030, 1,000 Gbps Peak Speed, 1 Gbps "User Experienced" Speed
takyon writes:
Samsung is planning for the commercialization of 6G wireless technology around 2028-2030, with a peak data rate of 1,000 Gbps (1 Tbps) and a user experienced data rate ("minimum achievable data rate for a user in real network environment") of 1 Gbps (this is set at 100 Mbps download, 50 Mbps upload in the case of 5G):
In the white paper, Samsung expects that the completion of the 6G standard and its earliest commercialization date could be as early as 2028, while mass commercialization may occur around 2030. Both humans and machines will be the main users of 6G, and 6G will be characterized by provision of advanced services such as truly immersive extended reality (XR), high-fidelity mobile hologram and digital replica.
Whereas 5G requirements mainly focused on performance aspects, Samsung defines three categories of requirements that have to be met to realize 6G services - performance, architectural and trustworthiness requirements. Examples of 6G performance requirements are a peak data rate of 1,000 Gbps (gigabits per second) and air latency less than 100 microseconds (s), 50 times the peak data rate and one-tenth the latency of 5G.
[...] The white paper also introduces candidate technologies that could be essential to satisfy the requirements for 6G. These include the use of the terahertz (THz) frequency band, novel antenna technologies to enhance the coverage of high frequency band signals, advanced duplex technologies, the evolution of network topology, spectrum sharing to increase the efficiency of frequency utilization and the use of AI in wireless communications.
Samsung's 6G white paper (PDF) mentions 16K resolution VR, as well as "high-fidelity mobile holograms" and "digital replicas/twins" (basically detailed VR avatars) as possible applications:
Another challenge is sufficient wireless capacity. Note that current AR technology requires 55.3 megabits per second (Mbps) to support 8K display (with one million points), which can provide enough user experience on a mobile display. However, in order to provide truly immersive AR, the density should be largely improved and it will require 0.44 gigabits per second (Gbps) throughput (with 16 million points). In addition, XR media streaming may have similar demands to 16K UHD (Ultra High Definition) quality video. For example, 16K VR requires 0.9 Gbps throughput (with compression ratio of 1/400). The current user experienced data rate of 5G is not sufficient for seamless streaming. It is expected that the market sizes for VR and AR will reach $44.7 billion and $87 billion, respectively, by 2030.
[...] Users will be even able to go beyond observation, and actually interact with the digital twins, using VR devices or holographic displays. A digital twin could be a representation of a remotely controlled set of sensors and actuators. In this manner, a user's interaction with a digital twin can result in actions in the physical world. For example, a user could physically move within a remote site by controlling a robot in that space entirely via real-time interactions with a digital twin representation of that remote site.
Also at Wccftech.
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