Patent classifications
A63F2300/203
Memory management in gaming rendering
Some implementations of this application are directed to a server system including one or more CPUs, a plurality of GPUs, main dynamic memory storing programs and data for use by the CPUs and/or GPUs during program execution, a static memory pool stored in a non-volatile memory, and a memory controller configured to manage the static memory pool. Each of the GPUs includes a local cache and is configured to access the static memory pool via the memory controller. The server system executes a plurality of gaming sessions for a gaming title in parallel on the one or more CPUs. Each of the plurality of gaming sessions is associated with a static data item stored in the static memory pool, and requires a graphics operation executable by a respective GPU using the static data item.
SYSTEMS AND METHODS FOR MACHINE LEARNED IMAGE CONVERSION
A computer system is provided for converting images through use of a trained neural network. A source image is divided into blocks and context data is added to each pixel block. The context blocks are split into channels and each channel from the same context block is added to the same activation matrix. The action matrix is then executed against a trained neural network to produce a changed activation matrix. The changed activation matrix is then used to generate a converted image.
CENTRALISED INTERACTIVE GRAPHICAL APPLICATION SERVER
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.
DISPLAY CONTROL METHOD AND APPARATUS FOR GAME SCREEN, ELECTRONIC DEVICE, AND STORAGE MEDIUM
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.
Display control method and apparatus for game screen, electronic device, and storage medium
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.
Video recording and playback systems and methods
A method of detecting significant footage for recording from a videogame includes obtaining position information for a target object within a virtual environment of the videogame, obtaining depth buffer information for a current position of a virtual camera used to generate a current image of the virtual environment for display by the videogame, calculating a first distance along a line between the current position of the virtual camera and the obtained position of the target object, detecting whether a depth buffer value along the line corresponds to at least a threshold distance from the virtual camera, the threshold distance being based upon the calculated first distance, and if so, associating the current image with an indicator that the image is significant for the purposes of recording footage from the videogame.
Reducing video image defects by adjusting frame buffer processes
The present disclosure is directed to a method to correct for visual artifacts in a virtual reality (VR) video image where there is significant motion of the video image as a result of user actions. A user may request that the video image be moved, such as a through motion detected through a VR device, i.e., turning the head, or through a request to an application, i.e., joystick feedback to a gaming application. The video image motion can cause stutter and jitter visual artifacts, when the video frame buffer uses a synchronization constraint, such as vertical synchronization (VSync). When the VSync is disabled, a tearing visual artifact can be present. This disclosure presents a frame buffer handling process that operates with VSync disabled. The process allows the display refresh rates to operate at higher frequencies, while correcting for significant motion of the video image, i.e., tearing, through shifting back certain pixels within the scanout frame buffer.
Method of Comparing the Performance of Multiple Gaming Systems
The invention determines a method that compares the performance of different gaming devices. The method makes use of simultaneously played videos that consist of identical, in terms of the video game played and the starting point of the video, gameplay footage to allow the user to compare the performances of the selected devices through visual inspection. A single button, when clicked, will begin the simultaneous play of all videos. In addition, the number of videos that will be simultaneously played is equal to the number of devices chosen by the user, with one video corresponding to each chosen device. Performance data will be displayed in frames per second (FPS), graphics processing unit usage (GPU) and central processing unit usage (CPU).
Streaming video game statistics
A video game client on a client device may, for example, be operated by a broadcasting game player, and the client device may capture video generated by a video game client and transmit (e.g., stream) the video to one or more spectators. The video game client may include a local server component, such as a hypertext transfer protocol (HTTP) server, which executes locally at the client device. The local server component may be employed to provide statistical information from the video game to a local client component, such as a web interface. The statistical information provided by the local server component may be included in one or more visual display items that are generated by the client device. The visual display items may be included in the video that is captured and transmitted by the client device, thereby potentially providing live streaming statistical information to spectators of the video game.
MEMORY MANAGEMENT IN GAMING RENDERING
Some implementations of this application are directed to a server system including one or more CPUs, a plurality of GPUs, main dynamic memory storing programs and data for use by the CPUs and/or GPUs during program execution, a static memory pool stored in a non-volatile memory, and a memory controller configured to manage the static memory pool. Each of the GPUs includes a local cache and is configured to access the static memory pool via the memory controller. The server system executes a plurality of gaming sessions for a gaming title in parallel on the one or more CPUs. Each of the plurality of gaming sessions is associated with a static data item stored in the static memory pool, and requires a graphics operation executable by a respective GPU using the static data item.