Texture Streaming via Partial Rendering for Low-Latency Game Scenes

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Solution Overview

Problem

The latency issues associated with streaming large amounts of graphics data, particularly texture data, for video game rendering are prevalent due to the time required for data decompression and copying from storage, leading to undesirable rendering with plain colors or lower mipmaps when pixel data is not yet in memory.

Innovation Solution

Perform a partial rendering of the scene to determine the required texture data, stream only the necessary textures, and then perform a full rendering based on the streamed data, reducing the amount of data needed to be decompressed and copied from storage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If full texture maps are streamed from storage to memory, then complete texture data is available for rendering, but latency increases due to large data transfer and decompression time

Engineering Contradiction:
Improvetexture data availabilityVSAvoidstreaming latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent extracts only the necessary portion of texture data required for the current scene view from the complete texture maps. Instead of streaming full texture maps, the system identifies and streams only the specific texture regions that will be visible in the current perspective, thereby reducing data transfer size and latency while ensuring adequate texture data is available for rendering

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent performs preliminary determination of required texture data by analyzing the current scene perspective and identifying which texture regions will be needed before streaming begins. This preliminary action allows the system to prepare and stream only the necessary texture portions in advance, reducing latency by avoiding unnecessary data transfer and decompression of unused texture data

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If large amounts of texture data are streamed from storage, then complete rendering quality is achieved, but the graphics pipeline speed decreases due to decompression and copying time

Engineering Contradiction:
Improverendering qualityVSAvoidgraphics pipeline speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system extracts and streams only the specific texture regions required for the current scene rather than complete texture maps. This extraction approach maintains rendering quality for visible areas while significantly reducing the amount of data that needs to be decompressed and copied, thereby improving graphics pipeline throughput and speed

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies partial action by streaming only the necessary portion of texture data rather than the complete texture maps. This partial data transfer is sufficient to achieve the required rendering quality for the current view, avoiding the excessive data transfer and processing that would occur with full texture map streaming, thus improving pipeline efficiency

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If complete texture maps are prepared for all possible perspectives, then all viewing angles are covered, but the data storage and transfer requirements become unmanageable

Engineering Contradiction:
Improveviewing angle coverageVSAvoidtexture data volume
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent applies local quality by determining and streaming texture data specific to the current local view perspective rather than preparing complete texture maps for all possible perspectives. The system analyzes the current scene geometry and camera position to identify which texture regions are locally required, thereby reducing texture data volume from terabytes to manageable sizes while still providing adequate coverage for the actual viewing angle

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system performs preliminary analysis of the current scene perspective to identify which texture regions will be visible before streaming begins. This preliminary determination allows the system to prepare and stream only the necessary texture portions for the current view, reducing data volume from complete texture maps to only the required sections while maintaining adaptability to the specific viewing angle

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260021388A1Streaming texture data for graphically rendering a scene of a video game
Publication Date: 2026.01.22 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260021388A1 patent drawing
  • US20260021388A1 patent drawing
  • US20260021388A1 patent drawing

AI summary

Described herein is a computer-implemented method for graphically rendering a scene of a video game, comprising: performing (102) a partial rendering of the scene; determining (104), based on the partial rendering of the scene, texture data required for performing a full rendering of the scene; streaming (106) the texture data from a storage to a memory; and performing (108), based on the streamed texture data, a full rendering of the scene.