Special Effect Texture Reuse for Game Frame Rate Optimization
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Solution Overview
Problem
In 3D games, the frequent rendering of special effect textures such as shadows and blooms leads to high memory bandwidth consumption and processor load, resulting in decreased game frame rates and increased power consumption, especially when objects do not move or move slightly.
Innovation Solution
A method that identifies similarity between adjacent frames' special effect textures and uses the texture from the latter frame as the next frame's texture when the similarity meets a certain threshold, reducing the need for conventional render passes and thereby minimizing memory occupation and processor load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If multiple render passes are used to render special effect textures for each frame, then image quality is improved, but memory bandwidth consumption increases and frame rate decreases
Solution Approach 1:
The patent changes the parameter of texture reuse by introducing a similarity threshold judgment mechanism. When the similarity between current and historical special effect textures exceeds the threshold, the system reuses the historical texture instead of performing full rendering, thus reducing memory bandwidth consumption and improving frame rate while maintaining acceptable image quality.
Solution Approach 2:
The patent performs preliminary similarity judgment between current and historical special effect textures before executing full rendering passes. This preliminary action allows the system to identify cases where rendering can be skipped, reducing unnecessary memory bandwidth consumption and processor load while maintaining image quality when needed.
2Manufacturing precision
If multiple render passes are used to render special effect textures for each frame, then image quality is improved, but power consumption increases
Solution Approach 1:
The patent introduces a similarity threshold parameter that controls when to reuse textures versus when to perform full rendering. By adjusting this parameter, the system optimizes the balance between image quality and power consumption, reusing textures when similarity is high to reduce energy usage while maintaining quality when differences are significant.
Solution Approach 2:
The patent performs preliminary similarity assessment before executing energy-intensive rendering passes. This preliminary judgment identifies opportunities to skip rendering operations, directly reducing power consumption while ensuring image quality is maintained when textures have changed significantly.
3Productivity
If texture similarity judgment is performed between adjacent frames, then rendering efficiency is improved, but additional processing time is required for similarity comparison
Solution Approach 1:
The patent performs partial similarity comparison rather than full texture analysis. By comparing only key features or using simplified comparison algorithms, the system achieves sufficient accuracy to determine texture reuse eligibility while minimizing the time cost of the similarity judgment process itself.
Data Source
AI summary
In accordance with an embodiment, a method includes obtaining render instructions and identifying a purpose of the render instructions; in response to the render instructions being used to obtain a plurality of image frames and the plurality of image frames comprising special effect textures: selecting two adjacent image frames from the plurality of image frames, and identifying a similarity between special effect textures of the two adjacent image frames; and in response to the similarity meeting a condition, using a special effect texture of a latter image frame in the two adjacent image frames as a special effect texture of a next frame of image of the two adjacent image frames.


