Latency Tracking Engine for Frame Rendering Pipeline Synchronization
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Solution Overview
Problem
Modern gaming and streaming applications face issues with frame tears and stutters due to varying frame rendering times, leading to increased latency and a degraded user experience, as existing synchronization techniques like VSync and FastSync either introduce latency or fail to prevent stutters effectively.
Innovation Solution
A latency tracking engine (LTE) monitors the frame processing pipeline to dynamically adjust the frame rendering interval, ensuring frames are rendered and displayed within optimal timing, using a feedback loop to adjust processing times based on actual vs. target time-in-queue differences, thereby minimizing latency and reducing stutter occurrences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Stability of the object's composition
If traditional VSync is used to synchronize frame rendering with display refresh rate, then frame tears are eliminated, but latency increases and frame rate may be capped
Solution Approach 1:
The system dynamically adjusts the frame rendering interval based on actual rendering performance and display refresh timing. Instead of using a fixed VSync interval, the frame generation schedule is modified in real-time to match actual conditions, allowing frames to be rendered and displayed at optimal times without being constrained by rigid synchronization intervals, thereby reducing latency while maintaining tear-free display
Solution Approach 2:
The system implements a feedback mechanism that monitors actual frame rendering times and display refresh timing, then uses this information to adjust subsequent frame rendering intervals. The latency tracking engine continuously measures timing differences and modifies the frame generation schedule accordingly, creating a closed-loop system that adapts to varying rendering performance and minimizes latency while preventing frame tears
2Speed
If frame rendering is accelerated to reduce latency, then responsiveness improves, but frame tears and stutters occur due to timing mismatches
Solution Approach 1:
The system uses dynamic timing adjustment where the frame rendering interval is continuously adapted based on actual rendering performance. When rendering is fast, frames can be generated more frequently; when rendering is slow, the interval is extended. This dynamic scheduling maintains optimal rendering speed while ensuring frames are displayed at appropriate times, preventing both tears and stutters
Solution Approach 2:
The system changes the timing parameters of frame rendering based on monitored performance metrics. By adjusting the frame generation interval parameter dynamically rather than keeping it fixed, the system can optimize rendering speed while maintaining display timing consistency, allowing flexibility to adapt to varying computational loads and hardware performance
3Productivity
If multiple frames are rendered in advance to maintain high frame rate, then smooth display is achieved, but latency increases and pipeline clogging occurs
Solution Approach 1:
The system dynamically controls the frame rendering rate based on pipeline status and display timing. Instead of consistently rendering at maximum speed, the system adjusts rendering throughput to match display refresh timing and pipeline capacity, preventing overflow and latency accumulation while maintaining high effective frame rates when conditions permit
Solution Approach 2:
The system uses periodic display refresh timing as a rhythm to control frame rendering and submission. Frames are rendered and submitted to the display pipeline in synchronization with the periodic refresh cycle, ensuring smooth display at the desired frame rate while preventing pipeline clogging by coordinating rendering bursts with display timing rather than continuous high-speed rendering
Data Source
AI summary
Disclosed are apparatuses, systems, and techniques that eliminate frame tears, reduce stutters, and minimize latency in frame rendering pipelines. The techniques include but are not limited to collecting one or more latency metrics associated with rendering of a first set of one or more frames using a graphics rendering pipeline operating according to a first frame-generation schedule. The techniques further include modifying, using the one or more latency metrics, a first frame-generation schedule to obtain a second frame-generation schedule. The techniques include, rendering using the graphics rendering pipeline operating according to the second frame-generation schedule, a second set of one or more frames, and causing the second set of frames to be displayed on a display device.


