Cloud GPU Frame Truncation for VR Latency
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Solution Overview
Problem
High-performance graphics processing units (GPUs) required for real-time graphics in virtual reality environments are bulky, expensive, and difficult to cool, limiting user mobility and causing latency issues that can lead to motion sickness due to delayed frame rendering and display.
Innovation Solution
A cloud-based GPU solution that renders display frames for remote VR devices, using a server to send movement data, render frames, and issue stop commands to truncate movement frames if the movement threshold is reached, reducing latency and frame rendering load on the VR headset.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If high-performance GPUs are used for real-time graphics processing, then graphics quality and framerate are improved, but device size, cost, and cooling requirements increase
Solution Approach 1:
The patent extracts the high-performance GPU from the portable device and relocates it to a remote server. The local device only retains minimal processing capabilities for sending control signals and receiving rendered frames, while the heavy computational burden of graphics processing is offloaded to the remote server, resolving the contradiction between high graphics performance and device complexity
Solution Approach 2:
The patent introduces a network communication system as an intermediary between the local device and remote server. This intermediary enables the transmission of control signals from the local device to the server and the return transmission of rendered frames, allowing high-performance processing without requiring complex local hardware
2Reliability
If high-framerate rendering is maintained to avoid motion sickness, then user experience is improved, but latency increases due to network transmission delays
Solution Approach 1:
The patent implements preliminary action by having the remote server pre-render multiple future frames in advance and store them in a buffer before they are actually needed. When the local device requests frames, pre-rendered frames are immediately available for transmission, eliminating the need to wait for real-time rendering and network transmission during playback
Solution Approach 2:
The patent employs periodic action by having the server continuously render frames at a high framerate and send them to the client in periodic batches. This allows the system to maintain high framerate capability while managing network bandwidth usage in periodic intervals, reducing overall latency
3Loss of time
If movement frames are truncated to reduce latency, then response time is improved, but visual continuity may be affected
Solution Approach 1:
The patent uses copying by creating duplicate copies of the last valid frame and inserting them into the frame sequence when movement stops. These copied frames replace the trailing movement frames that would otherwise be displayed, maintaining visual continuity by showing a stable final state rather than cutting off mid-movement
Solution Approach 2:
The patent applies parameter changes by dynamically adjusting the frame truncation point based on movement detection. When movement is detected, the system renders complete movement frames; when movement stops, the system changes the parameter to truncate frames and insert stop frames, optimizing latency while maintaining visual stability
Data Source
AI summary
A movement notification is received from a display. The movement notification corresponds to a movement. A set of movement frames that reflect the movement is rendered by a graphical processing unit. The set of movement frames is transmitted to the display. A notification that the movement has ceased is received from the display. A stop command is transmitted to the display. The stop command instructs the display to not display the first subset of frames in the set of movement frames. The first subset of frames reflects the end of the movement.


