A63F2300/203

Low latency broadcasting of game engine frames

A system for low latency broadcast of animation frames includes a frame extractor stored in memory and executable to access frame data generated by a rendering pipeline of a frame generation engine. During runtime of the frame generation engine, the frame extractor exports the frame data for use external to the frame generation engine.

Variable precision computing system

A processor selectively adjusts the precision of data for different functional units. Specified functional units of the processor, such as shader processing unit of a graphics processing unit (GPU) include a zeroing module to store, based on the states of corresponding precision flags, a data value of zero at specified portion of an input and/or output data operand. The functional unit then processes the data including the zeroed portion. Because a portion of the data has been zeroed, the functional unit consumes less power during data processing. Furthermore, the precision flags are set such that the reduced precision of the data does not significantly impact a user experience.

Music game software and input device utilizing a video player
09808724 · 2017-11-07 · ·

A video game includes an audio-video stream combined with game graphics and game sounds. The game graphics are overlaid on the video stream and updated in synchronization with the stream. Update of the game graphics and sounds depends on inputs received from a game player. The game player may provide input using a game controller coupled to the video game by an adapter. The video game may play on a Blu-ray player.

LAG DETECTION METHOD AND APPARATUS, DEVICE, AND READABLE STORAGE MEDIUM
20220233957 · 2022-07-28 ·

A lag detection method includes: obtaining a first image frame and a second image frame in a running process of an application; converting a difference image between the first image frame and the second image frame into a grayscale image; determining, according to grayscale values of pixels in the grayscale image, whether a lag occurs from the first image frame to the second image frame in the running process of the application. A difference image between two image frames in a process video is converted into a grayscale image, and a lag situation between the two image frames is determined by using the grayscale image, so that the lag situation can be determined without the need of obtaining an FPS value in a running process of a terminal application.

SYSTEM AND METHOD OF PROVIDING LAYOUT INFORMATION FOR GENERATED IMAGES BASED ON A HYBRID APPLICATION
20210383055 · 2021-12-09 · ·

One or more non-transitory computer readable recording mediums configured to store an application program including instructions, which when executed by an information processing device that has a display part, causes the information processing device to transmit, to a server device, identification information of an object when the object displayed on a screen is selected. The information processing device is further configured to receive layout information relating to arrangement of the object from the server device. The information processing device is further configured to display the object on a screen displayed on the display part by executing a native program included in the application program. The information processing device is further configured to display, when the layout information is received, an object based on the layout information instead of the object displayed by the native program, using a web browser embedded in the application program.

Method for rendering game, and method, apparatus and device for generating game resource file

Embodiments of this application disclose a game rendering method performed at a computing device. In a resource packing process, fragmentation processing is performed on a texture map to obtain a plurality of fragmented textures. The fragmented textures corresponding to a used target texture map are loaded based on a requirement of game rendering, and the internal memory loading overheads can be effectively reduced, and the internal memory burden can be reduced. Moreover, the fragmented textures corresponding to the target texture map are merged for rendering, and the picture effect of rendering can be ensured, and the internal memory burden can be prevented from linearly increasing with running of a game, thereby ensuring that the game runs smoothly.

SCALABLE GAME CONSOLE CPU / GPU DESIGN FOR HOME CONSOLE AND CLOUD GAMING
20220143499 · 2022-05-12 ·

In a multi-GPU simulation environment, frame buffer management may be implemented by multiple GPUs rendering respective frames of video, or by rendering respective portions of each frame of video. One of the GPUs controls HDMI frame output by virtue of receiving frame information from the other GPU(s) and reading out complete frames through a physically connected HDMI output port. Or, the outputs of the GPUs can be multiplexed together.

Apparatus and method of mapping a virtual environment

A method of mapping a virtual environment comprises obtaining a first sequence of video images output by a videogame title; obtaining a corresponding sequence of in-game virtual camera positions at which the video images were created; obtaining a corresponding sequence of depth buffer values for a depth buffer used by the videogame whilst creating the video images; and for each of a plurality of video images and corresponding depth buffer values of the obtained sequences, obtain mapping points corresponding to a sampling distribution of points over the area of a respective video image and their associated depth values; wherein respective mapping points are obtained by projecting co-ordinated derived from the sample points from the video image and associated depth values back into a 3D game world co-ordinate system of the videogame title; thereby obtaining a point cloud dataset of mapping points corresponding to the first sequence of video images.

Centralised interactive graphical application server
11321807 · 2022-05-03 · ·

A system for processing a plurality of graphical programs on a centralized computer system whereby the images produced by the programs are compressed and transmitted to a plurality of remote processing devices where they are decompressed. Compression assistance data (CAD) is produced by intercepting instructions outputted by the programs and the CAD is then used in the compression step.

Selectively turning off animation features to address frame rate inadequacy

A terminal device for playing a game includes a display screen for displaying animation of the game, and processing circuitry. The processing circuitry detects a frame rate inadequacy of animation frames that are generated according to animation features respectively associated with animation files. Then, the processing circuitry obtains preconfigured values respectively associated with the animation files. A preconfigured value associated with an animation file is indicative of performance influence for turning off an animation feature associated with the animation file. Further, the processing circuitry turns off one or more animation features according to the preconfigured values associated with the animation files until an adequate frame rate is achieved.