Cloud Gaming Adaptive Sync Mechanism
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Solution Overview
Problem
Cloud gaming solutions currently do not implement adaptive synchronization capabilities, leading to issues such as tearing and stuttering due to misalignment of content frame rate and display device refresh rate.
Innovation Solution
A server processing cloud gaming applications receives an adaptive refresh rate range from a client device and renders frames with a variable frame rate, encoding them with presentation timestamps for synchronized display using adaptive synchronization capabilities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If cloud gaming streams content at a fixed frame rate, then the system is simple to implement, but tearing and stuttering occur due to misalignment with display refresh rate
Solution Approach 1:
The system dynamically adjusts the frame rate of rendered content to match the variable refresh rate of the display device. The server receives the adaptive refresh rate range from the client device and renders frames at a variable frame rate within this range, allowing the system to adapt to changing display conditions and eliminate tearing and stuttering artifacts.
Solution Approach 2:
The system implements a feedback loop where the client device transmits its adaptive refresh rate range to the server, and the server uses this information to adjust its rendering frame rate accordingly. This closed-loop control ensures synchronization between content generation and display refresh, improving visual quality without requiring complex client-side processing.
2Reliability
If the system uses variable frame rate rendering, then adaptive synchronization is achieved, but network bandwidth requirements increase
Solution Approach 1:
The system changes the frame rate parameter dynamically based on the display device's adaptive refresh rate range. By rendering at variable frame rates that match the display's capabilities, the system achieves precise synchronization while optimizing bandwidth usage - rendering fewer frames when the display refresh rate is lower and more frames when it is higher, rather than consistently rendering at a high fixed rate.
3Object-affected harmful factors
If cloud gaming implements adaptive sync capabilities, then visual artifacts are eliminated, but system complexity increases
Solution Approach 1:
The system uses the client device as an intermediary that communicates the display's adaptive refresh rate range to the server. This mediator approach allows the server to render content at the appropriate frame rate without the server needing to directly control or understand the display hardware, simplifying the overall system architecture while still achieving adaptive synchronization.
Data Source
AI summary
An apparatus to facilitate processing of cloud gaming data is disclosed. The apparatus includes one or more processors to receive a plurality of frames of game video data, render the plurality of frames to have a variable frame rate, encode the plurality of frames as encoded game data and transmit the encoded game data to a client computing device.


