Video Game Processing Mode Switching for GPU Load Management

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional video game systems face challenges in maintaining high image quality while reducing processing load, leading to a deteriorated gaming experience for users, which can result in loss of interest due to the need to reduce pixel numbers and subsequently compromise on image quality.

Innovation Solution

A video game processing system that includes a server and terminal capable of specifying character arrangement positions in a virtual space, setting up battle modes, and determining action effects based on positional relationships, allowing for efficient processing and reduced load without compromising image quality.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the pixel number of the image is reduced to decrease processing load, then the processing load on GPU is reduced, but the image quality deteriorates

Engineering Contradiction:
Improveprocessing loadVSAvoidimage quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The image processing is segmented into two distinct modes: a first battle mode that processes and displays photographed images from the virtual space (higher quality, higher load), and a second battle mode that displays arrangement images with characters positioned at predetermined locations (lower quality, lower load). This segmentation allows the system to distribute processing requirements across different operational states.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically switches between two battle modes based on real-time processing load conditions. When the processing load exceeds a predetermined threshold, the system transitions from the first battle mode to the second battle mode, and can switch back when load decreases. This dynamic adaptation enables the system to maintain image quality when resources are available while ensuring operational continuity when resources are constrained.

Inventive Principle:
Principle #15Dynamics

2Manufacturing precision

If image quality is maintained at high levels, then user gaming experience is improved, but processing load on GPU increases

Engineering Contradiction:
Improveimage qualityVSAvoidprocessing load
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system changes the parameter of image resolution and processing complexity based on operational mode. In the first battle mode, the system uses high-resolution photographed images with full rendering details. In the second battle mode, the system switches to lower-resolution arrangement images with simplified character positioning, thereby reducing GPU processing load while maintaining acceptable visual quality.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system dynamically adjusts image processing parameters by switching between battle modes. When processing load is high, the system transitions to the second battle mode with reduced image quality parameters. When processing load decreases, the system can return to the first battle mode with higher image quality parameters, creating a dynamic balance between quality and performance.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If different battle modes are provided, then user experience consistency across different hardware configurations is improved, but system complexity increases

Engineering Contradiction:
Improveuser experience consistencyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements a universal multi-mode battle framework that can operate in both first battle mode (photographed image display) and second battle mode (arrangement image display). This multi-functionality allows the same system to adapt to different hardware capabilities and user preferences, ensuring consistent gaming experience across diverse device configurations without requiring separate systems for each scenario.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system uses dynamic mode switching to manage complexity. Rather than implementing entirely separate processing pipelines for different quality levels, the system dynamically selects between two battle modes based on processing load conditions. This dynamic approach consolidates complexity into a unified framework with conditional execution paths, making the system more manageable than fully separate implementations.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10252161B2Video game processing program and video game processing method
Publication Date: 2019.04.09 SQUARE ENIX HLDG CO LTD
  • US10252161B2 patent drawing
  • US10252161B2 patent drawing
  • US10252161B2 patent drawing

AI summary

A plurality of characters including a player character appears in a video game. An arrangement position of at least one of characters is specified in a virtual space in accordance with progress of the video game. A display mode is set up to any one of a first display mode and a second display mode. A game control is carried out in the first display mode in which a photographed image of the virtual space photographed by a virtual camera is displayed on a game screen or the second display mode in which an arrangement image is displayed on the game screen. Each of the plurality of characters is arranged at a predetermined position in the arrangement image with a predetermined relationship with the arrangement position of the corresponding character in the virtual space. The game control is carried out in the display mode thus set up.