Game Map Sub-Region Rendering for Delay Reduction

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Solution Overview

Problem

In electronic games, complex rendering calculations can cause delays and pauses during gameplay, especially in multi-player games, due to the need to process and display detailed pixel information for entire game environments, which affects user experience.

Innovation Solution

The method involves dividing the game map into sub-regions allocated to sessions, where only the differences between sub-regions are rendered, reducing computational overhead by pre-calculating the map during the initiation phase and updating only changed objects or details during gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If complex rendering calculations are performed during gameplay to generate detailed pixel information, then visual quality is improved, but gameplay delays and pauses increase

Engineering Contradiction:
Improvevisual qualityVSAvoidgameplay delays
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent pre-calculates and stores lighting information, texture data, and other rendering parameters during the level design phase before gameplay begins. This preliminary action allows the game to load pre-processed visual data during gameplay, avoiding complex real-time calculations and eliminating rendering delays while maintaining high visual quality.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent divides the game environment into discrete levels and further segments each level into manageable rendering zones. By segmenting the overall rendering task into smaller, pre-calculatable units, the system can process and load visual data in chunks during gameplay without causing significant delays, thus maintaining both visual quality and smooth gameplay.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If the entire game map is rendered in detail, then visual completeness is improved, but computational resources and processing time increase

Engineering Contradiction:
Improvevisual completenessVSAvoidprocessing efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies different levels of rendering detail to different regions of the game map based on their importance and visibility. Critical areas receive high-detail rendering while less important regions use lower detail levels. This local quality approach ensures visual completeness for essential game elements while significantly reducing overall computational resource requirements.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent renders only the portions of the game map that are currently needed for gameplay rather than the entire map at full detail. By performing partial rendering actions focused on the current level or zone, the system achieves sufficient visual completeness for active gameplay while avoiding the excessive computational cost of rendering the entire game world at maximum detail.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If loading phases are inserted between levels to pre-calculate visual information, then real-time processing load is reduced, but game continuity is interrupted

Engineering Contradiction:
Improvereal-time processing capacityVSAvoidgame continuity
Core Design Contradiction:
ProductivityVSDuration of action of moving object

Solution Approach 1:

The patent performs all necessary rendering calculations and visual data preparation during the level design phase, creating complete pre-processed asset packages. This preliminary action eliminates the need for loading phases during gameplay, as all visual information is already prepared and can be loaded instantly, thus maintaining both real-time processing capacity and game continuity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent ensures that rendering calculations are completed continuously during the level design phase rather than interrupting gameplay. By maintaining continuous useful action during development and eliminating interruptions during play, the system achieves both high real-time processing capacity during gameplay and uninterrupted game continuity for the player.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS11998842B2Method for rendering an environment in an electronic game
Publication Date: 2024.06.04 GARENA ONLINE PTE LTD
  • US11998842B2 patent drawing
  • US11998842B2 patent drawing
  • US11998842B2 patent drawing

AI summary

A method for rendering an environment in an electronic game is disclosed. The game comprises a plurality of sessions and the method comprises, during an initiation phase, generating a map for all sessions of the game and dividing the map up into a plurality of sub-regions, each of the sub-regions being allocated to at least one session; and for each session, rendering a current sub-region of the map wherein the current sub-region corresponds to a current session.