Abstract:
The server based graphics processing techniques, describer herein, include receiving function calls by a three dimension graphics application programming interface host-guest communication manager (D3D HGCM) service module from one or more given instances of a guest shin layer through a communication channel of a host-guest communication manager (HGCM). The one or more given instances of the guest shim layer are executing under control of a respective given instance of a guest operating system. The HGCM and D3D HGCM service module are executing under control of a host operating system. The rendering context for each function call received from the each instance of the guest shim layer is determined by the D3D HGCM service module. Each function call of a given rendering context is sent by the D3D HGCM service module to a corresponding device specific kernel mode driver of a given graphics processing unit for scheduling execution with the given graphics processing unit of the given rendering context.
Abstract:
Apparatuses, systems, and techniques for a compiled shader program caches in a cloud computing environment. A set of compiled shader programs associated with an instance of an application hosted by an application hosting platform is received. The set of compiled shader programs are included in an shader cache associated with the application, the shader cache hosted by the application hosting platform. A detection is made that a shader program is referenced during a runtime of the instance of the application. Responsive to a determination that a compiled version of the referenced shader program is not included in the received set of compiled shader programs, the shader program is compiled to generate the compiled version of the shader program. A request is transmitted to the application hosting platform to modify the shader cache in view of the compiled version of the shader program.
Abstract:
Novel solutions are provided for consistent Quality of Service in cloud gaming system that adaptively and dynamically compensate for poor network conditions by moderating rendered frame rates using frame rate capping to optimize for network latency savings (or surplus). In further embodiments, the encoding/sent frame rate to the client can also be managed in addition, or as an alternative to capping the rendered frame rates. The claimed embodiments not only maintain a constant Quality of Service (QoS) for the user, but may also be employed to leverage higher-performing networks to reduce operational costs.
Abstract:
A gaming system includes a network server and a gaming manager communicatively coupled to the network server. The gaming manager having a video control unit that starts a video game running remotely with a static video portion and a user interactive video portion and a video receiving unit, coupled to the video control unit, that receives the static video portion for local display while the user interactive video portion is being initialized remotely for subsequent local game play. The gaming system further includes a local user device, coupled to the gaming manager, that initially displays the static video portion and provides a user interface for the subsequent local game play following completion of remote initialization of the user interactive video portion. A method of managing a remote game is also provided.
Abstract:
A method for switching, including initializing an instantiation of an application and performing graphics rendering to generate a plurality of rendered frames through execution of the application in order to generate a first video stream comprising the plurality of rendered frames. The method includes sequentially loading the plurality of rendered frames into one or more frame buffers, and determining when a first bitmap of a frame that is loaded into a corresponding frame buffer matches an application signature comprising a derivative of a master bitmap associated with a keyframe of the first video stream.
Abstract:
The server based graphics processing techniques, describer herein, include receiving function calls by a three dimension graphics application programming interface host-guest communication manager (D3D HGCM) service module from one or more given instances of a guest shin layer through a communication channel of a host-guest communication manager (HGCM). The one or more given instances of the guest shim layer are executing under control of a respective given instance of a guest operating system. The HGCM and D3D HGCM service module are executing under control of a host operating system. The rendering context for each function call received from the each instance of the guest shim layer is determined by the D3D HGCM service module. Each function call of a given rendering context is sent by the D3D HGCM service module to a corresponding device specific kernel mode driver of a given graphics processing unit for scheduling execution with the given graphics processing unit of the given rendering context.
Abstract:
Novel solutions are provided for consistent Quality of Service in cloud gaming system that adaptively and dynamically compensate for poor network conditions by moderating rendered frame rates using frame rate capping to optimize for network latency savings (or surplus). In further embodiments, the encoding/sent frame rate to the client can also be managed in addition, or as an alternative to capping the rendered frame rates. The claimed embodiments not only maintain a constant Quality of Service (QoS) for the user, but may also be employed to leverage higher-performing networks to reduce operational costs.
Abstract:
A method for remotely provisioning resources for running a computer application is described. The method includes: causing, using one or more processing units, an initialization of a user interactive video portion of a computer application, the computer application being executed using a remote server; determining a runtime of a static video portion of the computer application and a time required to complete initialization of the user interactive portion using information provided by the remote server; and delaying a start time of displaying the static video portion when the runtime of the static video portion is shorter than the time required to complete the initialization of the user interactive portion. A device that is capable of performing the above method and a server are also described.
Abstract:
Novel solutions are provided for consistent Quality of Service in cloud gaming system that adaptively and dynamically compensate for poor network conditions by moderating rendered frame rates using frame rate capping to optimize for network latency savings (or surplus). In further embodiments, the encoding/sent frame rate to the client can also be managed in addition, or as an alternative to capping the rendered frame rates. The claimed embodiments not only maintain a constant Quality of Service (QoS) for the user, but may also be employed to leverage higher-performing networks to reduce operational costs.