Emulator Frame Buffer for Cloud Gaming Latency
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Solution Overview
Problem
Cloud-based gaming systems experience latency issues due to processing bottlenecks, particularly on the server side, which can disrupt the gaming experience by delaying user reactions in real-time games.
Innovation Solution
The method involves configuring an emulator with an emulated CPU and GPU to operate in parallel, where the emulated GPU is delayed until a buffer of frames is generated by the CPU, allowing it to process multiple frames simultaneously, thereby reducing latency by ensuring continuous workload and minimizing thread switching, which improves overall system efficiency and reduces latency across multiple instances on a single server.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the emulated GPU operates in parallel with the emulated CPU from the start, then processing speed is improved, but latency increases due to thread switching and workload management overhead
Solution Approach 1:
The patent applies preliminary action by having the CPU generate a buffer of frames before the GPU begins processing. This pre-preparation of workloads ensures that when the GPU starts, it has a ready queue of frames to process, eliminating idle time and reducing the need for frequent thread switching between CPU and GPU operations, thereby reducing latency while maintaining parallel processing speed
Solution Approach 2:
The patent ensures continuity of useful action by maintaining a continuous buffer of frames that the GPU can process without interruption. The CPU continuously generates frames and places them in the buffer, ensuring the GPU always has work available, which maintains continuous useful action and minimizes thread switching overhead, thus reducing latency while preserving processing speed
2Productivity
If the server processes more instances simultaneously, then productivity is improved, but latency increases due to processing bottlenecks
Solution Approach 1:
The patent applies segmentation by dividing the processing workload into distinct CPU-generated frame buffers and GPU rendering operations. Each instance can maintain its own frame buffer, allowing the server to process multiple instances simultaneously without creating bottlenecks, as each instance's workload is segmented and can be independently managed, thus improving productivity while controlling latency
Solution Approach 2:
The patent uses the frame buffer as an intermediary between the CPU and GPU processing stages. This intermediary structure allows the server to efficiently manage multiple instances by queuing frames in buffers before GPU processing, decoupling the CPU computation from GPU rendering, and enabling better load balancing across multiple instances without increasing latency
Data Source
AI summary
In methods and apparatuses for reducing latency in graphics processing inputs are received and a first set of frames is generated and stored. Once all of the frames in the first set of frames have been produced, they may be delivered to a GPU thread. Each frame is then rendered by the GPU. Starting processing of frames after one or more of the frames have been stored increases a likelihood that the GPU thread will produce rendered frames without stalling. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.


