Adaptive VR Rendering Adjusts Depth for Cloud Gaming Latency

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Solution Overview

Problem

Virtual reality (VR) sickness occurs due to the 'motion-sensing conflict' between visual and vestibular signals when users move quickly in VR environments, leading to a mismatch between real-world and virtual-world movements, which is exacerbated by cloud gaming latency.

Innovation Solution

A method and system that adaptively control post-processing transactions based on the speed and acceleration of VR users, reducing stereoscopic 3D depth and tunneling effects, and switching to monoscopic rendering at maximum speeds to mitigate VR sickness by aligning motion signals with vestibular inputs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If immersive VR features (stereoscopic 3D, head-movement control) are enabled to enhance user experience, then user immersion is improved, but VR sickness increases due to motion-sensing conflict

Engineering Contradiction:
Improveuser immersionVSAvoidVR sickness
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system dynamically adjusts rendering parameters (stereoscopic depth, field of view, tunneling effect) based on real-time detection of user movement speed and acceleration. When rapid movement is detected, the system automatically modifies visual parameters to reduce motion-sensing conflict, creating a dynamic balance between immersion and comfort.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes multiple rendering parameters adaptively: stereoscopic 3D depth is reduced or switched to monoscopic at high speeds, field of view is adjusted, and tunneling effect parameters are modified. These parameter changes directly address the motion-sensing conflict by aligning visual feedback with vestibular signals during rapid movement.

Inventive Principle:
Principle #35Parameter changes

2Ease of manufacture

If cloud gaming service is used to enable VR gaming accessibility, then device cost is reduced, but latency increases which exacerbates VR sickness

Engineering Contradiction:
Improvedevice accessibilityVSAvoidgaming latency
Core Design Contradiction:
Ease of manufactureVSLoss of time

Solution Approach 1:

The system performs preliminary detection of user movement parameters (speed and acceleration) and proactively adjusts rendering parameters before the visual discrepancy becomes problematic. This anticipatory adjustment compensates for cloud gaming latency by pre-aligning visual feedback with expected vestibular signals.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements a feedback loop that continuously monitors user movement parameters and uses this information to adjust rendering parameters in real-time. This closed-loop control compensates for latency by adapting visual output based on detected motion, reducing the motion-sensing conflict even in cloud-based systems.

Inventive Principle:
Principle #23Feedback

3Speed

If rapid positional movement is allowed in VR environment to improve gameplay, then game responsiveness is improved, but VR sickness increases due to motion-sensing conflict

Engineering Contradiction:
Improvemovement speedVSAvoidVR sickness
Core Design Contradiction:
SpeedVSObject-affected harmful factors

Solution Approach 1:

The system enables rapid movement while dynamically adjusting visual parameters in response to movement intensity. Stereoscopic depth is adaptively reduced or switched to monoscopic rendering during high-speed movement, and field of view parameters are adjusted, allowing fast gameplay while minimizing motion-sensing conflict through real-time parameter modulation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP4059581A1Method and system to reduce VR sickness in a cloud game service
Publication Date: 2022.09.21 DEUTSCHE TELEKOM AG
  • EP4059581A1 patent drawingFigure 1~2
  • EP4059581A1 patent drawingFigure 3~4
  • EP4059581A1 patent drawingFigure 5~6

AI summary

A method for controlling a virtual reality, VR, device, comprising the steps of generating a controller input with a controller device and/or with a tracking sensor of the VR device; calculating, based on the controller input a speed and/or acceleration of a VR user in an VR environment; adaptively controlling one or more post-processing transactions based on the speed and/or acceleration of the VR user; and transferring the rendered VR data on the VR device for displaying.