Dynamic Rendering Resource Allocation in Cloud Gaming
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Solution Overview
Problem
Cloud gaming systems face challenges in managing video content rendering resources effectively, particularly for mobile devices, to ensure a pleasurable gaming experience.
Innovation Solution
A method and system that generate sets of rendering commands and direct them to multiple rendering resources, allowing each resource to handle some commands, enabling dynamic allocation and load balancing to optimize video content delivery.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If rendering commands are directed to a single rendering resource, then the system architecture is simple, but the rendering performance and reliability deteriorate under varying load conditions
Solution Approach 1:
The patent implements dynamic allocation of rendering commands to rendering resources based on real-time conditions. The system monitors performance metrics and automatically redistributes rendering commands between rendering resources (e.g., between a gaming server and a cloud rendering service) to maintain optimal performance. This dynamic approach allows the system to adapt to changing load conditions, ensuring reliable rendering performance while managing complexity through automated decision-making algorithms.
2Adaptability or versatility
If multiple rendering resources are used with dynamic allocation, then the rendering performance and adaptability improve, but the system complexity increases
Solution Approach 1:
The patent employs feedback mechanisms where the system continuously monitors rendering performance metrics (such as frame rate, latency, and resource utilization) and uses this information to dynamically adjust the allocation of rendering commands. The monitoring component collects data from multiple rendering resources and feeds it back to the allocation logic, which then reallocates commands to optimize performance. This closed-loop feedback system enables high adaptability to varying load conditions while managing complexity through automated control.
Solution Approach 2:
The patent introduces an intermediary allocation mechanism that sits between the rendering commands and multiple rendering resources. This intermediary layer (the rendering service or cloud gaming platform) manages the complexity of resource allocation by providing a standardized interface for command distribution. It translates high-level rendering requirements into specific resource allocation decisions, shielding the client from complexity while enabling flexible adaptation to different rendering resource capabilities and load conditions.
3Reliability
If rendering resources are statically assigned, then the system is easy to manage, but the gaming experience quality deteriorates under changing network and load conditions
Solution Approach 1:
The patent implements dynamic allocation of rendering commands to rendering resources based on real-time conditions. The system monitors performance metrics and automatically redistributes rendering commands between rendering resources (e.g., between a gaming server and a cloud rendering service) to maintain optimal performance. This dynamic approach allows the system to adapt to changing load conditions, ensuring reliable rendering performance while managing complexity through automated decision-making algorithms.
Data Source
AI summary
Provided is a method that includes generating sets of rendering commands for rendering video content for a client device and directing each of the sets of rendering commands to at least one rendering resource from a group of at least two rendering resources, such that each of the rendering resources has at least some of the sets of rendering commands directed to it. The action of directing may include directing each set of rendering commands to a rendering resource, from among the at least two rendering resources, that is designated as an allocated rendering resource for the client device. The method may further include changing which of the at least two rendering resources is designated as the allocated rendering resource for the client device.


