GPU Rendering Synchronization to Reduce Perceptible Delay
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Solution Overview
Problem
Conventional computing devices experience perceptible delays in rendering graphics due to the GPU rendering images too early or late in the frame refresh cycle, leading to delayed or missed frame refreshes, which affects user experience in gaming and virtual reality applications.
Innovation Solution
A method involving the creation of a synchronization object associated with a wait event tied to the display device's refresh rate, allowing rendering instructions to be buffered and sent to the GPU at a precise time offset before the next frame refresh, ensuring timely rendering and reducing delays.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If the GPU renders the image too early in the current frame refresh, then the rendering completes before the display device is ready, but the image is delayed until the next frame refresh
Solution Approach 1:
The system performs preliminary actions by preparing rendering instructions in advance and buffering them, then releases them at the precise moment when the display device is ready to refresh, ensuring timely display without perceptible delay
Solution Approach 2:
The system uses a synchronization object that provides feedback about the display device's ready state, allowing the rendering system to coordinate its output with the display refresh cycle and eliminate timing mismatches
2Loss of time
If the GPU renders the image too late in the current frame refresh, then the rendering completes after the display device is ready, but the image is displayed in the following frame refresh
Solution Approach 1:
Rendering instructions are prepared in advance and buffered, then released at the optimal moment before the frame refresh to ensure the GPU completes rendering just in time for display, maintaining high frame refresh rates
Solution Approach 2:
The system dynamically adjusts the release timing of rendering instructions based on the display device's refresh cycle and the GPU's processing speed, optimizing the balance between rendering completion time and display readiness
3Speed
If rendering instructions are sent immediately when ready, then the GPU can start processing quickly, but the timing may not align with the display device's frame refresh cycle
Solution Approach 1:
A synchronization object provides feedback about the display device's frame refresh timing, allowing the system to send rendering instructions at precisely the right moment to achieve both fast processing and accurate timing alignment
Solution Approach 2:
The synchronization object acts as an intermediary between the rendering system and the display device, coordinating their operations to ensure that rendering completion aligns with frame refresh events while maintaining high processing speed
Data Source
AI summary
Examples described herein generally relate to rendering graphics using a graphics processing unit (GPU) in a computing device. A synchronization object associated with a wait event can be created, wherein the wait event indicates a time offset before a timed event associated with a display device of the computing device. A plurality of rendering instructions for the GPU can be stored in a buffer, wherein the plurality of rendering instructions can be received from an application before a release of the synchronization object. Release of the synchronization object can be detected based on occurrence of the wait event, and the plurality of rendering instructions can be sent from the buffer to at least a portion of the GPU based on detecting the release of the synchronization object.


