Rendered Video Slice Display With VSYNC-Aligned Low-Latency Streaming

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Solution Overview

Problem

The challenge of high latency and latency instability in cloud gaming due to clock drift between cloud gaming servers and clients, leading to suboptimal synchronization of VSYNC signals and inefficient frame rendering and display.

Innovation Solution

Synchronizing and offsetting VSYNC signals between cloud gaming servers and clients to align their frequencies and adjust timing offsets, allowing for dynamic buffering and overlapping decode and display operations to reduce latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If VSYNC signals are not synchronized between server and client, then clock drift occurs leading to latency instability, but synchronizing VSYNC signals requires complex timing adjustment mechanisms

Engineering Contradiction:
Improvelatency stabilityVSAvoidsynchronization mechanism complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system measures the actual arrival time of video frames at the client and uses this feedback to dynamically adjust the timing offset between server and client VSYNC signals. This closed-loop feedback mechanism compensates for clock drift and network jitter, stabilizing latency without requiring complex predetermined synchronization protocols

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system dynamically changes the timing offset parameter between server and client VSYNC signals based on measured frame arrival times. By adjusting this timing parameter in response to actual performance data, the system adapts to clock drift and network conditions, achieving latency stability without fixed complex synchronization mechanisms

Inventive Principle:
Principle #35Parameter changes

2Loss of time

If video frames are fully decoded and rendered before display, then display quality is maintained, but one-way latency increases due to sequential processing

Engineering Contradiction:
Improveone-way latencyVSAvoidframe rendering completeness
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The system performs preliminary decoding of video frames in advance of their display time, allowing the decoding process to overlap with network transmission and client-side processing. This preliminary action reduces the critical path for frame rendering, decreasing one-way latency while maintaining display quality through controlled rendering of decoded frames

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables continuous overlapping of decode, render, and display operations rather than sequential execution. By maintaining continuous useful action across all processing stages and utilizing pipeline parallelism, the system reduces idle time and minimizes one-way latency while ensuring complete frame rendering through synchronized VSYNC signaling

Inventive Principle:
Principle #20Continuity of useful action

3Productivity

If video frames are transmitted and processed sequentially, then processing accuracy is maintained, but overall processing speed decreases

Engineering Contradiction:
Improveframe processing speedVSAvoidframe processing accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system segments the video frame processing pipeline into distinct parallel stages: network reception, decoding, rendering, and display. Each stage processes frames independently and simultaneously, eliminating sequential bottlenecks while maintaining processing accuracy through stage-specific optimization and synchronized VSYNC coordination

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system merges multiple processing operations into overlapping parallel execution windows. Network transmission, decoding, and rendering operations are combined and executed concurrently through pipelining, increasing overall frame processing speed while maintaining accuracy through coordinated VSYNC signals that ensure complete processing before display

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS20250367550A1Overlapping rendering, streamout, and display at a client of rendered slices of a video frame
Publication Date: 2025.12.04 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250367550A1 patent drawing
  • US20250367550A1 patent drawing
  • US20250367550A1 patent drawing

AI summary

A method of cloud gaming is disclosed. The method including receiving an encoded video frame at a client, wherein a server executes an application to generate a rendered video frame which is then encoded at an encoder at the server as the encoded video frame, wherein the encoded video frame includes one or more encoded slices that are compressed. The method including decoding the one or more encoded slices at a decoder of the client to generate one or more decoded slices. The method including rendering the one or more decoded slices for display at the client. The method including begin displaying the one or more decoded slices that are rendered before fully receiving the one or more encoded slices at the client.