Predictive Shader Preloading for GPU Memory-Latency Tradeoffs

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Solution Overview

Problem

Existing graphics processing systems face challenges in efficiently deploying task-specific shaders due to memory limitations and performance impacts from compiling and loading shaders during gameplay, leading to delays and performance issues.

Innovation Solution

A method for predicting upcoming gameplay events and preloading required shaders into GPU memory, reducing latency by compiling and loading shaders ahead of time based on gameplay event data, including user location, input, and profile data, using machine learning for improved prediction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If a large number of task-specific shaders are prepared for the GPU, then rendering precision and task specificity are improved, but memory capacity is exceeded and shaders cannot be pre-loaded

Engineering Contradiction:
Improverendering precisionVSAvoidmemory capacity
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The system performs preliminary actions by predicting future gameplay events and pre-loading required shaders into GPU memory before they are actually needed. This allows the system to have shaders ready in advance without needing to load all possible shaders simultaneously, thus maintaining rendering precision while managing memory capacity effectively.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The shader loading system transitions from a static approach (pre-loading all shaders or loading on-demand) to a dynamic approach where shaders are predicted and loaded based on anticipated gameplay events. This dynamic system adjusts shader loading in real-time based on game state, improving both rendering precision and memory utilization.

Inventive Principle:
Principle #15Dynamics

2Quantity of substance

If shaders are loaded as and when required, then memory usage is optimized, but processing delays and performance issues occur

Engineering Contradiction:
Improvememory usageVSAvoidprocessing delay
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

Instead of loading shaders only when required (which causes delays), the system performs preliminary actions by predicting which shaders will be needed soon and loading them in advance. This eliminates processing delays while maintaining optimized memory usage through selective pre-loading rather than loading all shaders at once.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses gameplay event data and machine learning models to autonomously predict and load required shaders without external intervention. This self-service approach continuously monitors game state and proactively manages shader loading, reducing processing delays while maintaining efficient memory utilization.

Inventive Principle:
Principle #25Self-service

3Reliability

If PC compiles shaders during initialization, then shader availability is improved, but noticeable delays occur during gameplay

Engineering Contradiction:
Improveshader availabilityVSAvoidcompilation delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs shader compilation and loading as a preliminary action during game initialization, but enhances this by using prediction to load only the shaders that will actually be needed soon. This ensures shader availability while minimizing compilation and loading delays compared to compiling all possible shaders.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of compiling and loading all possible shaders (excessive action), the system compiles and loads only the subset of shaders predicted to be needed for upcoming gameplay events (partial action). This partial approach maintains shader availability while significantly reducing compilation delays during initialization.

Inventive Principle:
Principle #16Partial or excessive action

4Reliability

If gaming console pre-compiles all shaders prior to runtime, then shader availability is improved, but memory loading delays occur during gameplay

Engineering Contradiction:
Improveshader availabilityVSAvoidloading delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary shader compilation during game development (forming part of game data), but enhances the pre-runtime approach by using prediction to load only the specific shaders needed for upcoming gameplay events. This maintains shader availability while eliminating the loading delays that occur when pre-compiling all shaders.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system transitions from a static pre-compilation approach (where all shaders are compiled and must be loaded) to a dynamic prediction-based approach. Shaders are compiled in advance during development, but only the predicted necessary shaders are loaded into GPU memory, dynamically adjusting to game state and eliminating loading delays.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP4663264A1System and method for selecting graphics shaders
Publication Date: 2025.12.17 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP4663264A1 patent drawingFigure 1
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AI summary

In this application, there is provided a computer-implemented method of processing graphics data in a video gaming system, the video gaming system comprising a graphics processing unit (GPU), and the method comprising: receiving gameplay event data, the gameplay event data comprising data associated with current and/or antecedent gameplay events; predicting, based on the received data, a first gameplay event, the first gameplay event comprising an expected future gameplay event; determining, based on the predicted first gameplay event, a first shader usable by the GPU for processing graphics data associated with the first gameplay event; and preloading the first shader into a memory usable by the GPU for processing graphics data associated with the first gameplay event. Related computer programs and video gaming systems therefor are also provided herein.