Dynamic Rendering Load Measurement for Game Frame Rate Stability

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Solution Overview

Problem

Existing dynamic resolution techniques in game processing struggle to prevent temporary frame rate reductions when the GPU processing load increases sharply, as they rely on frame load measurements that are delayed by one frame.

Innovation Solution

The proposed solution involves measuring the GPU load during a cut scene with dynamic rendering settings invalidated, determining a substitute load based on this measurement, and storing it for use when a predetermined condition is met during the cut scene, thereby allowing for proactive adjustment of rendering settings before frame rate reduction occurs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Use of energy by moving object

If dynamic resolution technique is used to reduce GPU load, then GPU processing load is reduced, but frame rate temporarily decreases when load increases sharply

Engineering Contradiction:
ImproveGPU processing loadVSAvoidframe rate
Core Design Contradiction:
Use of energy by moving objectVSProductivity

Solution Approach 1:

The system measures the rendering process load in advance during cut scene reproduction with dynamic rendering setting invalidated, and determines substitute load values before actual game processing. This preliminary measurement and preparation of load data allows the system to proactively adjust rendering settings before frame rate reduction occurs, rather than reacting after the delay inherent in conventional dynamic resolution techniques.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces substitute load values as an intermediary parameter that mediates between actual rendering load and dynamic rendering setting decisions. By using pre-measured substitute load values that represent future load conditions, the system can make informed rendering setting adjustments without being constrained by the one-frame delay of conventional approaches, thus maintaining frame rate while managing GPU load.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If resolution is reduced based on previous frame load, then GPU load is managed, but response to sharp load increases is delayed

Engineering Contradiction:
ImproveGPU load managementVSAvoidresponse delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary measurement of rendering load during cut scene reproduction and stores substitute load values in advance. This allows the system to have load information ready before actual game processing begins, eliminating the one-frame response delay of conventional techniques while maintaining reliable GPU load management through pre-determined substitute load values.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically selects between using actual measured load and pre-stored substitute load values based on the game processing state. During cut scenes, substitute load values are used to enable proactive rendering setting adjustments, while other scenarios may use conventional load measurement. This dynamic approach optimizes both response time and load management reliability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250050209A1Game development support system, game development support method, and computer-readable non-transitory storage medium having stored therein game development support program
Publication Date: 2025.02.13 NINTENDO CO LTD
  • US20250050209A1 patent drawing
  • US20250050209A1 patent drawing
  • US20250050209A1 patent drawing

AI summary

A game program that includes a program of dynamic rendering setting for changing rendering setting in accordance with a load of a rendering process during a game, is executed. A predetermined cut scene during the game is reproduced with the dynamic rendering setting being invalidated, and the load of the rendering process during reproduction of the cut scene is measured. When the cut scene is reproduced with the dynamic rendering setting being valid, at a timing in the cut scene satisfying a predetermined condition, based on transition of the measured load, a substitute load to be used for the dynamic rendering setting instead of the load of the rendering process being executed at the timing, is set, and data of the substitute load is stored.