Video Game Rendering by Object Importance Under Resource Limits

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Solution Overview

Problem

Modern video games demand high graphical processing power for complex 3D graphics, leading to performance deterioration and reduced rendering quality, necessitating techniques that enhance performance without significantly affecting the player's experience.

Innovation Solution

Assign importance levels to objects in a frame to be rendered, applying rendering resource restrictions based on these levels, such as reducing resources for less important objects, using metadata, physics data, and rendering pipelines to optimize resource allocation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If rendering resources are increased to improve graphics quality, then rendering quality is improved, but system performance deteriorates

Engineering Contradiction:
Improverendering qualityVSAvoidsystem performance
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies different rendering quality levels to different objects based on their importance. Important objects (e.g., player character, interactive elements) are rendered with high quality, while less important objects (e.g., distant scenery, non-interactive elements) are rendered with reduced quality. This selective approach maintains overall visual quality where it matters most while reducing the total computational burden on the system.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the rendering process by dividing objects into different importance categories. Each category receives appropriate rendering resources based on its significance to the player experience. This segmentation allows the system to allocate resources efficiently across multiple objects rather than applying uniform high-quality rendering to all objects.

Inventive Principle:
Principle #1Segmentation

2Productivity

If rendering resources are reduced to improve system performance, then system performance is improved, but rendering quality deteriorates

Engineering Contradiction:
Improvesystem performanceVSAvoidrendering quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

Instead of uniformly reducing rendering quality across all objects, the patent applies quality reduction selectively only to less important objects. This allows the system to achieve better performance while maintaining acceptable visual quality in regions that matter most to the player experience.

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If uniform high-quality rendering is applied to all objects, then rendering quality is improved, but resource consumption increases

Engineering Contradiction:
Improverendering qualityVSAvoidresource consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent implements variable quality rendering where each object receives rendering resources proportional to its importance. This eliminates the waste of applying high-quality rendering to all objects uniformly, reducing overall resource consumption while maintaining high quality where it contributes most to player experience.

Inventive Principle:
Principle #3Local quality

Data Source

PatentEP4667071A1Method of rendering graphics for a video game
Publication Date: 2025.12.24 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP4667071A1 patent drawingFigure 1~2
  • EP4667071A1 patent drawingFigure 3
  • EP4667071A1 patent drawing

AI summary

A method of rendering graphics for a video game, which comprises: assigning, to each of a plurality of objects in a frame to be rendered, an importance level of the object; determining, based on the importance levels, one or more rendering quality resource restrictions to be applied to at least some of the plurality of objects; and rendering the frame, wherein the plurality of objects are rendered in accordance with the rendering quality resource restrictions.