###### Abstract  
Augmented reality and virtual reality technologies are witnessing an evolutionary change in the 5G and Beyond (5 GB) network due to their promising ability to enable an immersive and interactive environment by coupling the virtual world with the real one. However, the requirement of low-latency connectivity, which is defined as the end-to-end delay between the action and the reaction, is very crucial to leverage these technologies for a high-quality immersive experience. This paper provides a comprehensive survey and detailed insight into various advantageous approaches from the hardware and software perspectives, as well as the integration of 5G technology, towards 5 GB, in enabling a low-latency environment for AR and VR applications. The contribution of 5 GB systems as an outcome of several cutting-edge technologies, such as massive multiple-input, multiple-output (mMIMO) and millimeter wave (mmWave), along with the utilization of artificial intelligence (AI) and machine learning (ML) techniques towards an ultra-low-latency communication system, is also discussed in this paper. The potential of using a visible-light communications (VLC)-guided beam through a learning algorithm for a futuristic, evolved immersive experience of augmented and virtual reality with the ultra-low-latency transmission of multi-sensory tracking information with an optimal scheduling policy is discussed in this paper. augmented reality and virtual reality; end-to-end latency; ultra-reliable low-latency communications; 5G and Beyond network design +
Footnote †: journal: Sensors  
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through wireless routers and access points for full network coverage. Two frequency bands, namely sub-6G with a bandwidth of 100 MHz and mmWave with a bandwidth of 400 MHz, are utilized by 5G networks, whereas three non-overlapping channels with a bandwidth of 60-80 MHz are utilized by WiFi 6 access points to obtain a high performance and immersive environment in AR/VR [6]. Moreover, 5G offers immense advantages compared to WiFi 6, which is limited to a finite bandwidth per user, by providing full end-to-end connectivity due to its combined merits achieved from the mid-band and low-band and an ultra-low latency environment from the high-band in mmWave [7]. The expected theoretical latency of WiFi 6 stands at 36 ms, whereas the desired theoretical latency for 5G is within the range of 6-9 ms [6]. The end-to-end latency requirements for an AR/VR system include an interactive remote environment with a latency often ranging between 40 ms and 300 ms, thus providing richer visual content with a higher resolution, a higher frame rate, a high dynamic range (HDR), and 360\({}^{\circ}\) spherical six-degree-of-freedom (DoF) content [8]. Though enhanced Mobile Broadband (eMBB) in 5G plays a pivotal role in supporting a bandwidth that is higher than that of 4G, it is capable of offering much less improvement to low-latency without compromising on the bandwidth [9]. Therefore, this issue demands the requirement of ultra-wideband (UWB) wireless technologies [10] in enabling a low-latency system for optimized use in high-quality audio and emerging AR/VR applications by allowing timely transmission with a higher throughput. This UWB system requires an appropriate antenna design to cover both traditional LTE and sub-6G bands simultaneously [11]. Such a design requires an interface covering both line-of-sight (LOS) and non-LOS (NLOS) scenarios [12] coupled with novel hardware designs for supporting the bandwidth requirements of 6G networks by utilizing radio-frequency (RF) micro-electromechanical-system (MEMS)-empowered terahertz switches to handle a wider range of spectrum with a reduced response time [13]. There are several factors responsible for the association of delays with the simulation environment and the AR/VR devices while presenting an enhanced view of the surroundings to the users in the virtual world.