Shared Rendering Engine for Online Game Server Architecture

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Solution Overview

Problem

Traditional server architectures for online video games require significant computational resources for image rendering, especially when handling a large number of players, leading to inefficiencies in resource allocation and increased costs.

Innovation Solution

A server arrangement utilizing a shared-rendering engine that generates source graphics data and links game participants with relevant graphical scenes, performing a shared-rendering operation to generate a moving-image data stream, reducing the need for independent rendering processes for each player.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If traditional server architecture allocates separate rendering resources to each player, then each player receives high-quality individual rendering, but computational resource consumption increases significantly

Engineering Contradiction:
Improveimage rendering qualityVSAvoidcomputational resource consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent merges the rendering operations for multiple players into a single shared rendering process. Instead of each player receiving separate rendering resources, the system performs one rendering operation that generates graphical data for multiple players simultaneously, thereby reducing overall computational resource consumption while maintaining acceptable rendering quality for all participants

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The shared rendering engine performs multiple functions by serving multiple players simultaneously. A single rendering operation produces graphical scenes that can be distributed to multiple players, making the rendering system universal rather than dedicated to individual players, thus optimizing resource utilization

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Ease of operation

If separate rendering is performed for each player, then individual player experience is optimized, but server infrastructure costs increase

Engineering Contradiction:
Improveplayer experienceVSAvoidcomputational resources
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The system combines multiple individual rendering operations into a single shared rendering operation that serves multiple players. This reduces the total quantity of computational resources required while still providing graphical output to each player, thereby reducing infrastructure costs

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If rendering resources are allocated per player, then rendering performance is maintained, but scalability to large player bases becomes difficult

Engineering Contradiction:
Improverendering performanceVSAvoidscalability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

By merging rendering operations into a single shared process that can serve multiple players, the system achieves better scalability. The rendering performance is maintained through optimized shared rendering techniques, and the system can accommodate more players without proportionally increasing computational resource allocation

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The shared rendering system dynamically adjusts which players receive rendered scenes based on their positions and game state, allowing the system to scale flexibly as player numbers change while maintaining rendering performance for active participants

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9308453B2Online game server architecture using shared rendering
Publication Date: 2016.04.12 SQUARE ENIX HLDG CO LTD
  • US9308453B2 patent drawing
  • US9308453B2 patent drawing
  • US9308453B2 patent drawing

AI summary

A server arrangement for controlling a video game viewable by game participants at a plurality of respective terminals. The server arrangement has a game engine to output graphical scenes collectively representing a virtual world with game characters, each graphical scene describing a portion of the virtual world. The server arrangement also has a shared-rendering engine for associating game participants with respective graphical scenes and for performing a shared-rendering operation on the graphical scenes to generate respective moving-image data streams, the shared-rendering operation being common for the game participants that are associated by the shared-rendering engine with the same graphical scene.