Frame Buffer Timing Control for Rendering Latency
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Solution Overview
Problem
High rendering latency in devices leads to sluggish performance and touch perception issues, particularly in applications that require real-time interaction, due to delays between the application and the operating system rendering stack.
Innovation Solution
A method that involves receiving a request for a frame buffer, identifying the next frame generation duration based on historical frame timings, and providing the frame buffer at the next frame generation start time, which is calculated using a sync time corresponding to a vertical sync signal and incorporating a safety parameter to minimize latency, while also monitoring frame rate stability and device conditions to revert to default management when necessary.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If frames are drawn as fast as possible and added to a queue for processing, then throughput is maximized, but rendering latency increases due to frames taking a long time to get from the back of the queue to the front
Solution Approach 1:
The system performs preliminary actions by pre-calculating frame generation start times based on historical frame timings and VSYNC signals. It proactively manages the frame queue by identifying when frames should be generated to minimize latency, rather than reactively processing them as they accumulate. This allows the system to maintain high throughput while reducing the time frames spend in the queue.
Solution Approach 2:
The system implements feedback mechanisms by continuously monitoring frame timings, queue depths, and rendering performance. It uses historical frame timing data to dynamically adjust frame generation rates and timing, creating a closed-loop control system that optimizes both throughput and latency based on real-time system conditions.
2Reliability
If the operating system manages frame buffers using default queue-based processing, then system stability is maintained, but touch perception and real-time interaction responsiveness deteriorate
Solution Approach 1:
The system applies local quality by implementing specialized frame timing management specifically for touch-sensitive applications and games, while maintaining default OS behavior for other applications. It creates application-specific optimization paths that prioritize responsiveness for interactive content without compromising overall system stability or affecting non-interactive applications.
Solution Approach 2:
The system acts as an intermediary layer between the application and the OS rendering stack. It intercepts frame buffer requests, applies optimized timing calculations based on VSYNC signals and historical data, and manages frame queue processing. This intermediary approach allows it to improve touch perception responsiveness while maintaining the stability of the underlying OS framework.
3Loss of time
If frame generation timing is optimized based on historical data and VSYNC signals, then rendering latency is reduced, but system complexity increases due to additional monitoring and calculation requirements
Solution Approach 1:
The system implements self-service by automatically collecting historical frame timing data, calculating optimized start times, and adjusting frame generation rates without requiring external intervention or complex configuration. It uses readily available VSYNC signals and internal timing information to autonomously optimize rendering performance, minimizing the need for additional system resources or complex management overhead.
Data Source
AI summary
A method is provided. The method includes receiving a request for a frame buffer from an application; identifying a next frame generation duration based on history information of frame timings; identifying a next frame generation start time based on a sync time corresponding to a next vertical sync (VSYNC) signal and the next frame generation duration; and providing the frame buffer to the application at the next frame generation start time.


