Adaptive Resolution DGPU Rendering for Constant Framerate
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Modern computing systems with multiple graphics processing subsystems often experience framerate inconsistencies due to varying graphics processing loads, leading to undesirable fluctuations in graphical output quality, especially in gaming applications where high framerates are essential.
Innovation Solution
A method is implemented in a multiple graphics processor system that dynamically adjusts the resolution of graphical output when the framerate drops below a threshold, using one processor to reduce resolution and another to scale it back to the original resolution, maintaining a constant framerate and quality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the discrete graphics processing subsystem renders at high resolution to maintain visual quality, then the manufacturing precision of graphical output is improved, but the framerate drops below the desired threshold due to heavy processing loads
Solution Approach 1:
The rendering process is segmented into two distinct stages performed by two different graphics processing subsystems: (1) The discrete graphics processing subsystem renders the graphical output at reduced resolution to meet framerate requirements, and (2) The integrated graphics processing subsystem scales the rendered output back to the original high resolution. This segmentation allows each subsystem to specialize in one aspect of the rendering pipeline, resolving the contradiction between resolution quality and framerate performance.
Solution Approach 2:
The integrated graphics processing subsystem acts as an intermediary between the discrete graphics processing subsystem and the display device. It receives the low-resolution rendered output from the discrete subsystem, performs scaling operations to restore high resolution, and then outputs the scaled image to the display. This intermediary approach allows the system to benefit from both the high performance of discrete rendering and the high resolution capability of integrated scaling.
2Manufacturing precision
If the integrated graphics processing subsystem scales the rendered output to original resolution, then the manufacturing precision of graphical output is improved, but the use of energy increases due to additional processing requirements
Solution Approach 1:
The system applies local quality enhancement by performing scaling operations only on the already-rendered graphical output data, rather than re-rendering the entire scene at high resolution. The integrated graphics processing subsystem focuses its computational resources specifically on the scaling task, which requires significantly less energy than full high-resolution rendering, thus improving output quality while minimizing additional energy consumption.
3Device complexity
If the discrete graphics processing subsystem operates independently without display connection, then the device complexity is reduced, but the reliability of constant framerate delivery deteriorates due to pipeline arrangement requirements
Solution Approach 1:
The system implements feedback control by continuously monitoring the framerate output from the discrete graphics processing subsystem. When the framerate drops below the desired threshold, the system dynamically adjusts the resolution at which the discrete subsystem renders, and correspondingly adjusts the scaling parameters of the integrated subsystem. This closed-loop feedback mechanism ensures reliable framerate delivery while maintaining the simplified pipeline architecture.
Data Source
AI summary
Embodiments of the present invention are directed to provide novel methods and a system for adaptive resolution rendering via scaling in a multiple graphics processor system. A method is described herein that maintains a constant framerate by reducing the resolution of the graphical output rendered in one graphics processor and using another graphics processor in the same computing system to scale the already-rendered output to its original intended resolution when the framerate drops below a desired threshold.


