Display Device GPU Rendering Video Game Frames via Sideband
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current technology does not adequately allow for the effective processing and transfer of game graphics from low-end personal computers to larger display devices like TVs for video gaming, lacking sufficient solutions for seamless graphics rendering.
Innovation Solution
A system where a display device, such as a TV, with a high-end GPU and fast RAM, communicates with a separate computing device to receive and render video game frames using sidebands over high-speed connections like HDMI or DisplayPort, allowing for efficient transfer and rendering of game graphics, textures, and 3D models.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If video game graphics are processed and transferred from low-end PCs to large display devices using current technology, then the gaming experience on larger screens is limited, but the device complexity and processing capability are insufficient
Solution Approach 1:
The patent extracts the graphics processing function from the computing device (low-end PC) and transfers it to the display device (TV with GPU). The computing device sends only rendering requests, texture data, and 3D model data, while the display device performs the actual rendering. This separation allows the display device to leverage its local GPU capabilities while keeping the computing device simple.
Solution Approach 2:
The patent introduces sideband communication channels as intermediaries between the computing device and display device. These sidebands transmit rendering requests, texture data, and 3D model data separately from the main video signal, enabling efficient data transfer without requiring complex high-bandwidth connections for all data types.
2Speed
If game graphics are rendered locally on the display device using its GPU, then rendering quality and speed improve, but the complexity of data transfer and communication increases
Solution Approach 1:
The patent segments the data transfer into multiple independent channels: a first sideband for rendering requests, a second sideband for texture data and 3D model data, and the main video channel for frame-based output. This segmentation allows each channel to be optimized for its specific data type and reduces the complexity of any single communication path.
Solution Approach 2:
The patent transfers texture data and 3D model data to the display device's memory before rendering begins. This preliminary action allows the GPU to access these resources locally during rendering without requiring continuous data transfer, improving rendering speed while managing communication complexity.
3Manufacturing precision
If texture data and 3D model data are transferred in real-time during rendering, then rendering quality is maintained, but data transfer bandwidth requirements increase
Solution Approach 1:
The patent transfers texture data and 3D model data to the display device before rendering begins, storing them in the device's memory. This preliminary transfer ensures high rendering quality by having all necessary data locally available, while avoiding the need for continuous high-bandwidth data transfer during rendering.
Solution Approach 2:
The patent changes the timing parameter of data transfer, moving texture and model data transmission from real-time (during rendering) to pre-rendering (before rendering). This parameter change reduces the instantaneous bandwidth requirement while maintaining rendering quality.
4Productivity
If sideband communication channels are used for data transfer, then data transfer efficiency improves, but the communication protocol complexity increases
Solution Approach 1:
The patent makes the sideband communication channels universal by designing them to handle multiple data types (rendering requests, texture data, 3D model data) through a single standardized interface. This multi-functionality improves data transfer efficiency while managing protocol complexity through reuse of the same communication infrastructure for different purposes.
Data Source
AI summary
In one aspect, a first device includes a processor, a display, a GPU, and storage. The storage includes instructions executable to communicate with a second device to receive frame-based data in a compressed data stream and to receive, via a sideband, video game frame rendering requests. The instructions are also executable to communicate with the second device to receive texture data pertaining to objects to render on the display as part of a video game associated with the video game frame rendering requests, and/or to receive 3D model data pertaining to objects to render on the display as part of the video game. The instructions are also executable to render, using the GPU, video game frames based on the video game frame rendering requests and based on the texture data and/or the 3D model data. The first device may be a TV and the second device may be a personal computer.


