Cloud Gaming Cutscene Offloading for Rendering Resource Savings
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Solution Overview
Problem
Cloud gaming servers experience resource waste and low utilization efficiency due to repeated rendering and outputting of cutscenes, which occupy computing resources and hinder seamless gameplay.
Innovation Solution
A method where a cloud gaming server identifies cutscene insertion conditions and transfers cutscene data to a resource distribution server for display, while suspending its own rendering and coding operations, allowing it to free up resources for other tasks and improving resource utilization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the cloud gaming server renders and outputs cutscenes during cloud game playback, then the cutscene can be displayed to the user, but computing resources are wasted due to repeated rendering and coding of the same cutscene content
Solution Approach 1:
The system performs preliminary rendering of cutscenes before they are needed during game playback. The cloud gaming server pre-renders cutscene content and stores it, so when a cutscene needs to be displayed during gameplay, the pre-rendered content can be directly output without repeating the rendering process, thus saving computing resources while ensuring reliable cutscene display
Solution Approach 2:
The system segments the cutscene processing into two distinct phases: a pre-rendering phase where cutscenes are rendered in advance and stored, and a playback phase where pre-rendered cutscenes are directly output during gameplay. This segmentation allows the computationally intensive rendering operation to be separated from the real-time playback requirement, reducing resource waste during actual game playback while maintaining display reliability
2Loss of time
If the cloud gaming server processes cutscenes in real-time during gameplay, then the cutscene playback can be synchronized with game events, but the utilization efficiency of computing resources decreases
Solution Approach 1:
The system performs preliminary rendering of cutscenes before they are needed during game playback. The cloud gaming server pre-renders cutscene content and stores it, so when a cutscene needs to be displayed during gameplay, the pre-rendered content can be directly output without repeating the rendering process, thus saving computing resources while ensuring reliable cutscene display
Solution Approach 2:
The system segments the cutscene processing into two distinct phases: a pre-rendering phase where cutscenes are rendered in advance and stored, and a playback phase where pre-rendered cutscenes are directly output during gameplay. This segmentation allows the computationally intensive rendering operation to be separated from the real-time playback requirement, reducing resource waste during actual game playback while maintaining display reliability
Data Source
AI summary
In a method for processing content of a cloud game, a cutscene is determined to be displayed in an instance of a cloud game. Cutscene identification information is generated based on the determination that the cutscene is to be displayed in the instance of the cloud game. The cutscene identification information indicates that the cutscene to be displayed. The cutscene identification information of the cutscene is sent to a cutscene server, which is configured to send cutscene data of the cutscene to a terminal device for display based on the cutscene identification information. The content of the instance of the cloud game to be displayed after the cutscene is rendered based on an end of the display of the cutscene. The rendered content is outputted to the terminal device for display after the display of the cutscene.


