Blink-Aware Game Rendering for Lower GPU Processing Load

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Solution Overview

Problem

Modern video gaming systems face challenges in efficiently managing processing resources for display content rendering without impacting perceptual quality, particularly in dynamic environments where re-building bounding volume hierarchies (BVH) is computationally expensive and can lead to choppy animations.

Innovation Solution

A method that adjusts display content rendering during user blinks by detecting blink events with a gaze tracking device and reducing processing resources through lower quality rendering or omitting rendering altogether, allowing resources to be allocated to other tasks or saved for power reduction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If rendering quality is maximised, then perceptual quality of display content is improved, but processing resource usage increases

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing resource usage
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The rendering quality is dynamically adjusted based on user blink detection. The system transitions between high-quality rendering (when user is viewing) and reduced-quality rendering (during blink events), allowing the rendering pipeline to adapt its resource consumption to actual user needs without permanently sacrificing visual fidelity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes rendering parameters (such as resolution, frame rate, or graphical detail level) during blink events. By modifying these parameters temporarily when the user cannot perceive the display, the system reduces processing resource usage while maintaining perceptual quality during normal viewing conditions.

Inventive Principle:
Principle #35Parameter changes

2Speed

If BVH re-building is performed at higher quality, then ray tracing performance is improved, but computational cost increases

Engineering Contradiction:
Improveray tracing performanceVSAvoidcomputational cost
Core Design Contradiction:
SpeedVSPower

Solution Approach 1:

BVH re-building is performed periodically at reduced quality during blink events rather than continuously at high quality. This periodic approach allows the system to maintain acceptable ray tracing performance while significantly reducing computational cost by leveraging periods when user perception is blocked.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system performs BVH re-building in advance during blink events before the user can perceive any degradation. By completing these computational tasks during periods of user inattention, the system prepares optimized data structures for subsequent high-quality rendering without real-time performance penalty.

Inventive Principle:
Principle #10Preliminary action

3Manufacturing precision

If rendering is performed at full quality during blink events, then perceptual quality is maintained, but processing resources are wasted

Engineering Contradiction:
Improveperceptual qualityVSAvoidprocessing resource waste
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The system extracts and removes the unnecessary portion of rendering computation that occurs during blink events. By detecting when the user's eyes are closed, the system selectively eliminates rendering operations for those time periods, removing wasted computational effort while preserving full quality during actual viewing periods.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system converts the harmful effect of wasted processing resources during blink events into a benefit by redirecting those resources to other tasks. The computational work that would have been wasted is instead used for BVH re-building, background processing, or power reduction, transforming resource waste into system improvement.

Inventive Principle:
Principle #22Blessing in disguise (Convert harm into benefit)

Data Source

PatentEP4650017A1Display content rendering adjustment in a video gaming system
Publication Date: 2025.11.19 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP4650017A1 patent drawingFigure 1
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  • EP4650017A1 patent drawingFigure 3

AI summary

Methods and systems for adjusting the rendering of display content by a video gaming system during gameplay are provided. A computer implemented method comprises rendering, by the video gaming system, first display content associated with the gameplay; detecting, by a gaze tracking device of the video gaming system, a blink event of a user; and in response to the detecting the blink event, adjusting, by the video gaming system, a rendering of second display content, wherein the second display content comprises display content associated with the gameplay occurring during the blink event and after display of the first display content, so as to reduce a usage of processing resources of the video gaming system in rendering the second display content.