GPU Command Buffer Predication for Low-Latency Frame Generation

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Solution Overview

Problem

Existing methods for increasing frame rates in client and cloud gaming, such as reducing render or encode resolution and using neural networks, do not effectively address latency and responsiveness issues in graphics processing.

Innovation Solution

A graphics processor implementation that uses time-based predication with frame generation and scaling via command buffer predication, allowing high-priority commands to bypass lower-priority enqueued workloads for immediate execution, enhancing responsiveness in 3D gaming applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional command buffer execution is used where commands are processed in sequential order, then processing order is maintained and system stability is preserved, but high-priority user-input commands must wait for lower-priority enqueued workloads to complete, increasing latency and reducing responsiveness

Engineering Contradiction:
Improveprocessing order stabilityVSAvoidcommand execution latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system dynamically adjusts command buffer processing by introducing priority-based predication that allows high-priority commands to bypass lower-priority workloads. The command buffer execution model transitions from static sequential processing to dynamic priority-driven processing, where the processing order can change based on command priority levels and predication outcomes.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system performs preliminary classification of commands into priority levels before execution. High-priority user-input commands are identified and marked in advance, allowing them to be selectively executed before lower-priority workloads complete, rather than waiting for sequential processing to naturally reach them.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If render resolution is reduced to increase frame rate, then more frames can be rendered per second, but image quality and visual fidelity deteriorate

Engineering Contradiction:
Improveframe rateVSAvoidimage quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system changes the resolution parameter dynamically based on priority. High-priority frames are rendered at full resolution while lower-priority frames can be rendered at reduced resolution. This allows the system to maintain high frame rates through selective resolution reduction rather than uniformly reducing all frames, thus preserving overall image quality while increasing productivity.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If neural networks are used to generate artificial frames for insertion between rendered frames, then frame rate is increased, but processing complexity and computational overhead increase

Engineering Contradiction:
Improveframe rateVSAvoidprocessing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

Instead of applying neural network frame generation to all frames, the system applies it selectively to specific frames based on priority and timing requirements. This partial application reduces the overall computational overhead and processing complexity while still achieving the frame rate enhancement benefit where most needed.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP4432209B1Dynamic GPU frame generation and read/write scaling using command buffer predication
Publication Date: 2026.01.14 INTEL CORP
  • EP4432209B1 patent drawingFigure 1
  • EP4432209B1 patent drawingFigure 2A
  • EP4432209B1 patent drawingFigure 2B

AI summary

Described herein is a graphics processor configured to perform time based frame predication to bypass execution of a command buffer based on a comparison with time stamps stored in a time stamp buffer that tracks execution time for command buffers. The graphics processors can bypass a frame that will not complete in time for a target display update and trigger neural frame generation to generate the frame data for the bypassed command buffer. Dynamic render scaling is also described.