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公开(公告)号:US12254554B2
公开(公告)日:2025-03-18
申请号:US17680171
申请日:2022-02-24
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick Neill
Abstract: Embodiments of the present disclosure are directed to apparatuses, systems, and techniques of offloading shader program compilation at a computing system. A detection is made that a set of shader programs are to be compiled for an application executing at a computing system using a first set of processing devices. A second set of processing devices to compile the set of shader programs is identified. Each of the second set of processing devices is different from any processing device of the first set of processing devices. The set of shader programs is provided for compilation using the second set of processing devices in view of state data associated with the computing system to obtain a set of complied shader programs. The set of compiled shader programs is executed using the first set of processing devices.
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公开(公告)号:US11683253B2
公开(公告)日:2023-06-20
申请号:US17222631
申请日:2021-04-05
Applicant: NVIDIA Corporation
Inventor: Tony Tamasi , Xun Wang , Franck Diard
IPC: H04L12/26 , H04L29/06 , H04L43/0876 , H04L43/0852 , H04L65/80 , H04L65/75
CPC classification number: H04L43/0876 , H04L43/0858 , H04L65/762 , 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.
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公开(公告)号:US20200244559A1
公开(公告)日:2020-07-30
申请号:US16797942
申请日:2020-02-21
Applicant: NVIDIA Corporation
Inventor: Tony Tamasi , Xun Wang , Franck Diard
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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公开(公告)号:US20230376291A1
公开(公告)日:2023-11-23
申请号:US18363654
申请日:2023-08-01
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick James Neill , Michael Oxford , Todd Michael Poynter
IPC: G06F8/41 , G06F8/60 , G06F8/71 , G06F16/22 , G06T1/60 , H04L67/1095 , H04L67/00 , H04L67/568 , G06T1/20
CPC classification number: G06F8/44 , G06F8/60 , G06F8/71 , G06F16/2255 , G06T1/60 , H04L67/1095 , H04L67/34 , H04L67/568 , G06T1/20 , G06N20/00
Abstract: Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment. An initial request for a compiled shader program for an application executed by a first client device is received. The initial request includes a first shader key generated based on first state data. If the compiled shader program is determined, based on the first shader key, to not be stored using a shader cache, the compiled shader program is received from the first client device and stored with the first shader key using the shader cache. A subsequent request for the compiled shader program is received for the application running at a second client device. The subsequent request includes a second shader key generated based on second state data. If the second shader key is determined to match the first shader key, the compiled shader program is transmitted to the second client device.
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公开(公告)号:US11726755B2
公开(公告)日:2023-08-15
申请号:US17226568
申请日:2021-04-09
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick James Neill , Michael Oxford , Todd Michael Poynter
IPC: G06F8/41 , H04L67/1095 , H04L67/00 , G06T1/20 , G06F8/60 , G06F8/71 , G06F16/22 , G06T1/60 , H04L67/568 , G06N20/00
CPC classification number: G06F8/44 , G06F8/60 , G06F8/71 , G06F16/2255 , G06T1/20 , G06T1/60 , H04L67/1095 , H04L67/34 , H04L67/568 , G06N20/00
Abstract: Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment.
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公开(公告)号:US20230077865A1
公开(公告)日:2023-03-16
申请号:US17473850
申请日:2021-09-13
Applicant: NVIDIA Corporation
Inventor: Michael Oxford , Patrick Neill , Franck Diard , Paul Albert Lalonde
Abstract: Apparatuses, systems, and techniques for a compiled shader program caches in a cloud computing environment.
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公开(公告)号:US20220326920A1
公开(公告)日:2022-10-13
申请号:US17226568
申请日:2021-04-09
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick James Neill , Michael Oxford , Todd Michael Poynter
Abstract: Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment.
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公开(公告)号:US20220210513A1
公开(公告)日:2022-06-30
申请号:US17700297
申请日:2022-03-21
Applicant: Nvidia Corporation
Inventor: Bojan Vukojevic , Franck Diard
IPC: H04N21/478 , A63F13/88 , H04N21/438 , A63F13/48
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.
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公开(公告)号:US10158868B2
公开(公告)日:2018-12-18
申请号:US14054532
申请日:2013-10-15
Applicant: Nvidia Corporation
Inventor: Franck Diard
IPC: H04N19/169 , H04N19/127 , H04N19/136 , H04L29/06 , H04N21/238 , H04N21/24 , H04N21/442 , H04N21/6373 , H04L12/811 , H04L12/801
Abstract: Novel solutions are described herein for providing a consistent quality of service, latency-wise, for remote processing by managing the process queues in a processing server and temporarily pausing frame production and delivery to limit the lag experienced by a user in a client device. The claimed embodiments limit the latency (lag) experienced by a user by preventing the production rate of rendered frames at the server from significantly outperforming the decoding and display of the received frames in the client device and avoiding the resultant lag.
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公开(公告)号:US09805439B2
公开(公告)日:2017-10-31
申请号:US15001600
申请日:2016-01-20
Applicant: Nvidia Corporation
Inventor: Franck Diard
IPC: G06T1/20 , G06F9/455 , G06F12/08 , G06F9/54 , G06F12/0875
CPC classification number: G06T1/20 , G06F9/45533 , G06F9/45545 , G06F9/545 , G06F12/0875 , G06F2212/455 , G06F2212/50 , G06F2212/608
Abstract: The server based graphics processing techniques, describer herein, include loading a given instance of a guest shim layer and loading a given instance of a guest display device interface that calls back into the given instance of the guest shim layer, in response to loading the given instance of the guest shim layer, wherein the guest shim layer and the guest display device interface are executing under control of a virtual machine guest operating system. The given instance of the shim layer requests a communication channel between the given instance of the guest shim layer and a host-guest communication manager (D3D HGCM) service module from a host-guest communication manager (HGCM). In response to the request for the communication channel loading, the D3D HGCM service module is loaded and a communication channel between the given instance of the shim layer and the D3D HGCM service module is created by the HGCM. The given instance of the shim layer maps the graphics buffer memory space of a host D3D DDI binary executing under control of a host operating system. Thereafter, function calls are sent from the given instance of the guest shim layer through the communication channel to the D3D HGCM service module utilizing the graphics buffer memory space mapping.
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