Server-Side Game Rendering Reduces Client Processing Load

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Solution Overview

Problem

Current video game architectures that provide games over a computing network require significant memory and processing power on client devices for image rendering, which can be limiting, especially for multi-player games with diverse client capabilities and display types.

Innovation Solution

Implementing a system where at least part of the image rendering occurs on the server side, with server-side image generators producing rendered images based on player points of view and game states, which are then delivered to clients for further processing and display, potentially reducing client-side memory and processing requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If image rendering is performed on the client side, then image quality and rendering flexibility are improved, but client memory and processing requirements increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidclient processing requirements
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The rendering process is segmented between server and client. The server performs the computationally intensive image rendering based on game state and point of view, while the client receives the pre-rendered image data and performs only minimal processing for display. This segmentation resolves the contradiction by moving the heavy rendering burden to the server while maintaining image quality.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If more client devices are supported with diverse capabilities, then system adaptability is improved, but the minimum client hardware requirements increase

Engineering Contradiction:
Improveclient device compatibilityVSAvoidminimum hardware requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Instead of requiring each client to have full rendering capabilities, the server creates copies of the rendered images and delivers them to clients. This allows clients with limited processing power to receive high-quality rendered images without needing powerful local hardware, thereby supporting diverse client capabilities while maintaining adaptability.

Inventive Principle:
Principle #26Copying

3Ease of operation

If full image rendering is performed on the server, then client processing burden is reduced, but network bandwidth requirements increase

Engineering Contradiction:
Improveclient processing burdenVSAvoidnetwork data transmission
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The server performs full image rendering and delivers complete image data to clients. This approach prioritizes ease of operation on client devices by completely offloading rendering tasks to the server. The network transmits full-quality image data rather than compressed or partial data, accepting higher bandwidth requirements to ensure clients can display high-quality images without local processing.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS8147339B1Systems and methods of serving game video
Publication Date: 2012.04.03 SONY INTERACTIVE ENTERTAINMENT LLC
  • US8147339B1 patent drawing
  • US8147339B1 patent drawing
  • US8147339B1 patent drawing

AI summary

A multiplayer game is supported by a backend game server and a plurality of clients configured to communicate over a computing network such as the internet. Images for display on the clients are at least partially rendered by the backend game server and then delivered in an at least partially rendered form to the clients. At the clients the delivered images may be further rendered and are displayed to a player of the game. The displayed images optionally include images of real-world objects.