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公开(公告)号:US20240325885A1
公开(公告)日:2024-10-03
申请号:US18194326
申请日:2023-03-31
Applicant: Intel Corporation
Inventor: Selvakumar Panneer , Yunbiao Lin , Fan He , Chao Hu , Sarthak Rajesh Shah , Changliang Wang
IPC: A63F13/355 , G06T1/20
CPC classification number: A63F13/355 , G06T1/20
Abstract: Described herein is a network and renderer aware split rendering technique that enables a cloud gaming service to split execution of cloud gaming workloads between a graphics processor of a cloud gaming server and a graphics processor of a client of the cloud gaming service. The split rendering technique enables portions of a frame that most vulnerable to quality degradation at low bitrates to be rendered on the client, which results in an improvement of the quality of the final frame that is presented at the client device.
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公开(公告)号:US20240311951A1
公开(公告)日:2024-09-19
申请号:US18478286
申请日:2023-09-29
Applicant: Intel Corporation
Inventor: Selvakumar Panneer , Sarthak Rajesh Shah , Nilesh Jain , John Feit
CPC classification number: G06T1/20 , G06F9/5038
Abstract: Described herein is a graphics processor configured to perform time based frame predication to bypass execution of a command buffer based on a comparison with time stamps stored in a time stamp buffer that tracks execution time for command buffers. The graphics processors can bypass a frame that will not complete in time for a target display update and trigger neural frame generation to generate the frame data for the bypassed command buffer. Dynamic render scaling is also described.
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公开(公告)号:US20240307773A1
公开(公告)日:2024-09-19
申请号:US18478201
申请日:2023-09-29
Applicant: Intel Corporation
Inventor: Selvakumar Panneer , John Feit , Sarthak Rajesh Shah , SungYe Kim , Nilesh Jain
IPC: A63F13/52
CPC classification number: A63F13/52 , A63F2300/66
Abstract: Described herein is a technique to enhance the responsiveness of gameplay for a 3D gaming application while maintaining the ability to enqueue multiple frames for processing on the GPU. Each frame or a set of workloads within a frame is submitted to the GPU with predication, such that the indicated rendering and resource manipulation commands are not actually performed if the predication condition is enabled. A low latency command can be submitted to the GPU via a copy engine command queue. The command will cause the copy engine to enable or disable predication for command buffers in the command queue. When predication for queued command buffers is enabled, command buffers for workloads that are not related to the workload that is generated in response to the user input are bypassed. High priority command buffers that include workloads generated in response to user input can then be executed immediately.
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