Host Context Techniques for Server Based Graphics Processing
    11.
    发明申请
    Host Context Techniques for Server Based Graphics Processing 审中-公开
    基于服务器的图形处理的主机上下文技术

    公开(公告)号:US20140055470A1

    公开(公告)日:2014-02-27

    申请号:US14066673

    申请日:2013-10-29

    Inventor: Franck Diard

    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 translation: 本文中描述的基于服务器的图形处理技术包括通过三维图形应用编程接口主客体通信管理器(D3D HGCM)服务模块从客户信号层的一个或多个给定实例通过通信信道 主持人通讯经理(HGCM)。 访客垫片层的一个或多个给定实例在客户操作系统的相应给定实例的控制下执行。 HGCM和D3D HGCM服务模块正在主机操作系统的控制下执行。 由客户层叠层的每个实例接收的每个功能调用的呈现上下文由D3D HGCM服务模块确定。 给定渲染上下文的每个函数调用由D3D HGCM服务模块发送给给定图形处理单元的相应的设备特定内核模式驱动器,用于使用给定的渲染上下文的给定图形处理单元调度执行。

    COMPILED SHADER PROGRAM CACHES IN A CLOUD COMPUTING ENVIRONMENT

    公开(公告)号:US20250103323A1

    公开(公告)日:2025-03-27

    申请号:US18974285

    申请日:2024-12-09

    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.

    Network adaptive latency reduction through frame rate control

    公开(公告)号:US11012338B2

    公开(公告)日:2021-05-18

    申请号:US16797942

    申请日:2020-02-21

    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.

    Start-up performance improvement for remote video gaming

    公开(公告)号:US10798457B2

    公开(公告)日:2020-10-06

    申请号:US15166635

    申请日:2016-05-27

    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.

    Host context techniques for server based graphics processing

    公开(公告)号:US09613390B2

    公开(公告)日:2017-04-04

    申请号:US14066673

    申请日:2013-10-29

    Inventor: Franck Diard

    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.

    NETWORK ADAPTIVE LATENCY REDUCTION THROUGH FRAME RATE CONTROL
    17.
    发明申请
    NETWORK ADAPTIVE LATENCY REDUCTION THROUGH FRAME RATE CONTROL 审中-公开
    网络自适应延迟通过帧速率控制

    公开(公告)号:US20140189091A1

    公开(公告)日:2014-07-03

    申请号:US13728927

    申请日:2012-12-27

    CPC classification number: H04L43/0876 H04L43/0858 H04L65/602 H04L65/80

    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 translation: 为云游戏系统中的一致服务质量提供了新颖的解决方案,通过使用帧速率上限来调节呈现的帧速率来自适应地动态地补偿不良网络条件,从而优化网络延迟节省(或多余)。 在另外的实施例中,也可以对客户机的编码/发送帧速率进行另外管理,或作为对所渲染的帧速率进行限制的替代方案。 所要求保护的实施例不仅维持用户的恒定的服务质量(QoS),而且还可以用于利用更高性能的网络来降低运营成本。

    Start-up performance improvement for remote computer application

    公开(公告)号:US11863832B2

    公开(公告)日:2024-01-02

    申请号:US17700297

    申请日:2022-03-21

    CPC classification number: H04N21/4781 A63F13/48 A63F13/88 H04N21/4384

    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.

    Network adaptive latency reduction through frame rate control

    公开(公告)号:US10999174B2

    公开(公告)日:2021-05-04

    申请号:US16797948

    申请日:2020-02-21

    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.

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