Video Game Rendering Pipeline Frame Batching
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing technologies like NVIDIA DLSS are not suitable for optimizing graphics rendering pipelines for streamed video games due to high fixed costs, which cause system lag and bottlenecking when used with lower-resolution frames.
Innovation Solution
The proposed solution optimizes a graphics rendering pipeline by combining multiple rendered video game frames into a single combined image, applying frame generation and upscaling to increase resolution and frame rate, and then separating and encoding the frames for transmission to client devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If DLSS is used to increase frame rate and resolution, then high frame rates and resolutions are achieved, but fixed costs cause system lag and bottlenecking in lower-resolution streamed video games
Solution Approach 1:
The patent combines multiple low-resolution video game frames into a single combined image, applies DLSS frame generation to the combined image to create additional frames, then separates them back into individual frames. This merging approach allows the fixed computational costs of DLSS to be amortized across multiple frames, achieving higher output frame rates without proportional increases in processing time per frame.
2Manufacturing precision
If DLSS is applied to each individual frame, then resolution and frame rate are improved, but fixed costs per frame cause bottlenecking in lower-resolution rendering tasks
Solution Approach 1:
The patent merges multiple individual frame processing operations into a single combined image processing operation. By combining frames before applying DLSS upscaling and frame generation, the system achieves high resolution output with reduced processing overhead, as the fixed costs are incurred once per combined image rather than once per individual frame.
3Productivity
If multiple frames are processed individually through DLSS, then high frame rates are achieved, but fixed costs multiply and cause system lag
Solution Approach 1:
The patent processes multiple frames by first combining them into a single image, then applying DLSS frame generation once to produce additional frames, and finally separating them back. This approach achieves high output frame rates while the computational cost remains constant regardless of the number of input frames, effectively reducing the marginal computational cost per additional frame to near zero.
Data Source
AI summary
The disclosed computer-implemented methods and systems optimize a rendering pipeline for rendering tasks associated with streamed video games. For example, the disclosed methods and systems amortize the fixed costs of these rendering tasks across multiple video game frames by combining a batch of frames into a single combined image. The disclosed systems and methods then perform rendering tasks such as frame generation and upscaling in connection with the single combined image. The disclosed system and methods further separate the combined image into its component frames prior to encoding and streaming those frames to one or more streaming clients. Various other methods, systems, and computer-readable media are also disclosed.


