Cloud Gaming Server Rendering Complexity Adjustment

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Solution Overview

Problem

Cloud gaming multi-tenancy faces challenges in maintaining high-quality graphics while hosting multiple players, as datacenter resources may be underutilized with over-provisioning or unacceptable video quality with under-provisioning, requiring dynamic adjustment of rendering settings to balance resource utilization and perceived quality.

Innovation Solution

Servers adjust rendering complexity of game instances based on total rendering time and estimated perceived quality, reducing complexity in situations where it approaches processing capacity, while maximizing aggregate quality by identifying tolerable drops in quality and dynamically adjusting settings during off-peak times or controlled environments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If datacenter servers over-provision resources to maintain high-quality graphics, then graphics quality is improved, but resource utilization deteriorates

Engineering Contradiction:
Improvegraphics qualityVSAvoidresource utilization
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent implements dynamic adjustment of rendering complexity based on real-time server load conditions. The system continuously monitors resource availability and adapts rendering settings accordingly, transitioning from static over-provisioning to dynamic resource allocation. This allows the system to maintain high graphics quality when resources are abundant while improving resource utilization when load increases, directly resolving the contradiction between graphics quality and resource utilization.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes rendering parameters (complexity level, graphical effects, resolution) based on server capacity conditions. By dynamically adjusting these parameters, the system can maintain acceptable graphics quality across varying resource availability, preventing both over-provisioning waste and under-provisioning quality degradation, thus resolving the contradiction between maintaining graphics quality and optimizing resource utilization.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If datacenter servers host multiple gaming sessions to improve resource utilization, then resource utilization is improved, but graphics quality deteriorates

Engineering Contradiction:
Improveresource utilizationVSAvoidgraphics quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system dynamically adjusts rendering complexity for each gaming session based on overall server load. When multiple sessions are active and resources are constrained, the system selectively reduces graphical effects and complexity for less critical sessions while maintaining quality for active sessions, enabling higher session density without proportional quality loss.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies different rendering quality levels to different gaming sessions or different regions of the game world based on priority and resource availability. Critical gameplay areas maintain high quality while less important areas use reduced complexity, allowing the system to host more sessions while preserving acceptable quality where it matters most.

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If rendering complexity is increased to maintain graphics quality, then graphics quality is improved, but processing capacity deteriorates

Engineering Contradiction:
Improvegraphics qualityVSAvoidprocessing capacity
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The system dynamically changes rendering parameters (complexity level, graphical effects, texture quality, resolution) based on real-time monitoring of processing capacity and server load. This allows the system to maintain high graphics quality when processing capacity is available while automatically reducing complexity when capacity is constrained, resolving the contradiction between graphics quality and processing capacity utilization.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements a feedback mechanism that continuously monitors processing capacity, server load, and rendering performance. Based on this feedback, the system automatically adjusts rendering complexity to maintain quality within available capacity constraints, preventing both excessive resource consumption and unacceptable quality degradation.

Inventive Principle:
Principle #23Feedback

4Productivity

If rendering complexity is reduced to improve resource utilization, then resource utilization is improved, but perceived quality deteriorates

Engineering Contradiction:
Improveresource utilizationVSAvoidperceived quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system intelligently adjusts specific rendering parameters (graphical effects, complexity level, resolution) based on resource availability and perceived quality impact analysis. By selectively reducing only those parameters that have minimal impact on user perception while maintaining critical quality aspects, the system improves resource utilization without proportionally degrading perceived quality.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent applies quality reduction selectively to non-critical rendering elements while maintaining quality in areas most important to user experience. This allows resource utilization to improve through targeted complexity reduction in less important areas while preserving perceived quality in critical gameplay areas.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9327199B2Multi-tenancy for cloud gaming servers
Publication Date: 2016.05.03 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9327199B2 patent drawing
  • US9327199B2 patent drawing
  • US9327199B2 patent drawing

AI summary

Some implementations may include one or more servers to host multiple game instances of game modules. The one or more servers may determine whether a difference between a total rendering time to render output data for the multiple game instances and a rendering capacity of the one or more processors is less than a predetermined rendering threshold. In response to determining that the difference between the total rendering time and the rendering capacity of the one or more processors is less than the predetermined rendering threshold, the one or more servers may adjust a rendering complexity associated with one or more of the plurality of game instances.