Cloud Gaming Latency Reduction via Adaptive Frame Rate Control
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Solution Overview
Problem
Cloud gaming systems face significant latency issues due to network infrastructure limitations, which negatively impact user experience and are often addressed ineffectively by increasing server resources or limiting game complexity, leading to increased costs and restricted user choice.
Innovation Solution
Implementing a method to dynamically adjust rendered frame rates based on monitored network latency, increasing frame rates to compensate for poor conditions and decreasing them when network performance is high to maintain a constant latency experience and reduce power consumption.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If server resources are increased to reduce latency, then latency is improved, but operational costs increase
Solution Approach 1:
The patent applies dynamics by making the frame rate adjustable and adaptive rather than fixed. The system dynamically modifies the frame rate based on real-time network latency measurements, allowing the rendering system to respond to changing network conditions. This resolves the contradiction by enabling latency optimization without permanently increasing server resource allocation, thus avoiding continuous high operational costs.
Solution Approach 2:
The patent changes the parameter of frame rate from a static value to a variable that can be adjusted based on network conditions. By monitoring latency and adapting the frame rate accordingly, the system can reduce latency when necessary without maintaining high resource usage during periods of good network performance, thereby reducing operational costs while improving latency when needed.
2Loss of time
If frame rate is increased to compensate for poor network latency, then latency experience is improved, but power consumption increases
Solution Approach 1:
The system dynamically adjusts the frame rate based on real-time network latency measurements. When network latency is high, the frame rate is increased to compensate and maintain good user experience. When network latency is low, the frame rate is reduced to save power. This dynamic adaptation resolves the contradiction between latency experience and power consumption.
Solution Approach 2:
The patent implements a feedback mechanism where network latency is continuously monitored and used to adjust the frame rate. This closed-loop control ensures that the frame rate is optimized based on actual network conditions, improving latency experience only when necessary and reducing power consumption when network conditions are good.
3Loss of time
If server resources are increased to manage latency, then latency is reduced, but device complexity increases
Solution Approach 1:
The patent resolves this contradiction by changing the approach from increasing hardware resources to adjusting a software parameter (frame rate). Instead of adding more server resources, the system modifies the rendering frame rate based on network conditions, achieving latency reduction through parameter optimization rather than resource escalation, thus avoiding increased system complexity.
4Loss of time
If network infrastructure is improved to reduce latency, then latency is reduced, but cost increases
Solution Approach 1:
The patent applies self-service by enabling the cloud gaming system to automatically adapt to network conditions without requiring external infrastructure improvements. The system monitors its own performance metrics and adjusts the frame rate accordingly, resolving latency issues through self-regulation rather than costly infrastructure upgrades.
Data Source
AI summary
Novel solutions are provided for consistent Quality of Service in cloud gaming system that adaptively and dynamically compensate for poor network conditions by moderating rendered frame rates using frame rate capping to optimize for network latency savings (or surplus). In further embodiments, the encoding/sent frame rate to the client can also be managed in addition, or as an alternative to capping the rendered frame rates. The claimed embodiments not only maintain a constant Quality of Service (QoS) for the user, but may also be employed to leverage higher-performing networks to reduce operational costs.


