Cloud Game Graphics Synchronization for Low-Latency Rendering

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Solution Overview

Problem

Existing cloud gaming solutions face challenges in efficiently synchronizing user states and inputs across multiple users, leading to high bandwidth demands, latency, and limited scalability, particularly on low-end devices with weaker computational power.

Innovation Solution

A system that offloads computationally intensive tasks such as global illumination and reflections to remote servers, optimizing bandwidth usage by transmitting only necessary data, ensuring real-time synchronization and high-fidelity rendering on client devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If cloud computing is used for processing user information, then visual fidelity and processing capability are improved, but bandwidth consumption and network dependency increase

Engineering Contradiction:
Improvevisual fidelityVSAvoidbandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The system segments processing tasks by identifying specific high-compute operations (global illumination, reflections, probe volumes) that require cloud processing, while other tasks remain local. This selective segmentation optimizes bandwidth usage by transmitting only necessary data to the cloud and back.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically changes processing parameters by determining whether user information requires cloud computing based on game channel and computational requirements. This parameter adjustment allows the system to switch between local and cloud processing modes to optimize bandwidth consumption.

Inventive Principle:
Principle #35Parameter changes

2Power

If cloud computing is used for processing user information, then processing power is improved, but latency and synchronization complexity increase

Engineering Contradiction:
Improveprocessing powerVSAvoidlatency
Core Design Contradiction:
PowerVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-processing user information locally before cloud transmission and pre-positioning processing requests. This reduces latency by minimizing the time user inputs spend in transit and by preparing data structures in advance for cloud processing.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms by tracking processed frames and synchronizing state changes across multiple users. This feedback loop ensures that cloud processing results are properly integrated and that synchronization latency is minimized through continuous state monitoring.

Inventive Principle:
Principle #23Feedback

3Ease of operation

If cloud computing is used for processing user information, then gaming experience quality is improved, but system complexity and infrastructure requirements increase

Engineering Contradiction:
Improvegaming experience qualityVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system introduces intermediary components (multi-user experience service, state synchronization service, computing service) that mediate between user devices and cloud infrastructure. These intermediaries simplify the overall system by providing standardized interfaces and handling synchronization complexity centrally.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system achieves universality by designing services that handle multiple functions: the computing service processes various types of graphical computations (illumination, reflections, probes), and the synchronization service manages state consistency across different game channels and user types.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Reliability

If cloud computing is used for processing user information, then multi-user synchronization is improved, but scalability and bandwidth demands increase

Engineering Contradiction:
Improvemulti-user synchronizationVSAvoidscalability
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system segments multi-user processing by game channels, processing users in the same channel together while allowing independent processing for different channels. This segmentation improves scalability by allowing the system to handle more users through parallel channel processing rather than requiring all users to be synchronized simultaneously.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20260014459A1Methods, systems and non-transitory computer-readable storage devices for cloud-based game graphics processing and synchronization
Publication Date: 2026.01.15 HUAWEI TECH CO LTD
  • US20260014459A1 patent drawing
  • US20260014459A1 patent drawing
  • US20260014459A1 patent drawing

AI summary

Methods, servers, and systems for enhancing the performance of gaming applications through cloud computing. The method comprises receiving user information, which includes object states or visual effect data related to a game, from at least one user. Based on the specific game channel in which the user is playing, the method determines whether the user information requires processing by cloud computing. If cloud computing is required, the user information is transmitted to a computing server. The computing server processes the user information to generate graphics-related results, which are then transmitted back to the user's device for rendering, optimizing the gaming experience by leveraging cloud resources while minimizing the computational load on the user's device.