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公开(公告)号:US20210241413A1
公开(公告)日:2021-08-05
申请号:US16780722
申请日:2020-02-03
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Florian Strauss , Tobias Berghoff
Abstract: A method including rendering graphics for an application using graphics processing units (GPUs). Responsibility for rendering of geometry is divided between GPUs based on screen regions, each GPU having a corresponding division of the responsibility which is known. First pieces of geometry are rendered at the GPUs during a rendering phase of a previous image frame. Statistics are generated for the rendering of the previous image frame. Second pieces of geometry of a current image frame are assigned based on the statistics to the GPUs for geometry testing. Geometry testing at a current image frame on the second pieces of geometry is performed to generate information regarding each piece of geometry and its relation to each screen region, the geometry testing performed at each of the GPUs based on the assigning. The information generated for the second pieces of geometry is used when rendering the geometry at the GPUs.
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公开(公告)号:US20210093960A1
公开(公告)日:2021-04-01
申请号:US17008030
申请日:2020-08-31
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Kelvin M. Yong
IPC: A63F13/355 , A63F13/358 , A63F13/52 , H04N19/142 , H04N19/115 , H04N19/177
Abstract: A method for cloud gaming including generating video frames when executing a video game at a cloud gaming server. The method including predicting a scene change for a first video frame for the video game, wherein the scene change is predicted before the first video frame is generated. The method including generating a scene change hint that the first video frame is a scene change. The method including sending the scene change hint to the encoder. The method including delivering the first video frame to an encoder, wherein the first video frame is encoded as an I-frame based on the scene change hint. The method including measuring a maximum receive bandwidth of a client. The method including determining whether to encode or not encode a second video frame received at the encoder based on the maximum receive bandwidth of the client and a target resolution of a client display.
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公开(公告)号:US20210093958A1
公开(公告)日:2021-04-01
申请号:US17001561
申请日:2020-08-24
Applicant: Sony Interactive Entertainment Inc.
Inventor: Kelvin M. Yong , Mark E. Cerny
IPC: A63F13/355 , H04N21/236 , H04N21/4385
Abstract: A method for cloud gaming. The method including receiving one or more encoded slices of a video frame at a client, wherein the video frame was generated at a server while executing a video game, and encoded by an encoder at the server into the one or more encoded slices. The method including decoding a first encoded slice at a decoder of the client before fully receiving the one or more encoded slices of the video frame.
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公开(公告)号:US09495722B2
公开(公告)日:2016-11-15
申请号:US13902658
申请日:2013-05-24
Applicant: Sony Interactive Entertainment Inc.
Inventor: Richard B. Stenson , Christopher Ho , Mark E. Cerny , Steven Osman , Jun Murakawa , Dmitri Shtilman , Jason Scanlin
IPC: G06T1/20
CPC classification number: G06T1/20
Abstract: A method for processing graphics for a GPU program, translating instructions from a shading language into an intermediate language with a front end of a GPU compiler; translating the instructions from the intermediate language into a GPU object language with a back end of the GPU compiler; wherein the instructions in the shading language include instructions defining a layout of resources for the GPU program.
Abstract translation: 一种用于处理GPU程序的图形的方法,将指令从阴影语言转换成具有GPU编译器的前端的中间语言; 将来自中间语言的指令从GPU编译器的后端翻译成GPU对象语言; 其中所述着色语言中的指令包括定义GPU程序的资源布局的指令。
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15.
公开(公告)号:US12289452B2
公开(公告)日:2025-04-29
申请号:US18089187
申请日:2022-12-27
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Kelvin M. Yong
IPC: H04N19/142 , A63F13/352 , H04N19/177 , H04N19/179
Abstract: A method for encoding including executing game logic built on a game engine of a video game at a cloud gaming server to generate video frames. The method including executing scene change logic to predict a scene change in the video frames based on game state collected during execution of the game logic. The method including identifying a range of video frames that is predicted to include the scene change. The method including generating a scene change hint using the scene change logic, wherein the scene change hint identifies the range of video frames, wherein the range of video frames includes a first video frame. The method including delivering the first video frame to an encoder. The method including sending the scene change hint from the scene change logic to the encoder. The method including encoding the first video frame as an I-frame based on the scene change hint.
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16.
公开(公告)号:US12186658B2
公开(公告)日:2025-01-07
申请号:US18453227
申请日:2023-08-21
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny
Abstract: A method for executing a game by a computing system that uses a central processing unit (CPU) and graphics processing unit (GPU) for generating video frames. A draw call is generated for a video frame by the CPU. At bind time, i.e. writing of the GPU commands by the CPU using a GPU API, asset aware data (AAD) is written to the command buffer, and loading of one or more level of detail (LOD) data from an asset store to system memory is requested. The GPU executes the draw call for the frame using LOD data written to the system memory, the GPU using at least a minimum of LOD data based on the AAD. Additionally, the GPU uses information regarding the LOD load state when executing the draw call, in order to avoid access to LODs not yet loaded.
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17.
公开(公告)号:US11954760B2
公开(公告)日:2024-04-09
申请号:US18183823
申请日:2023-03-14
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Florian Strauss , Tobias Berghoff
IPC: G06T1/20 , G06F9/38 , G06F9/50 , G06F17/18 , G06T7/60 , G06T15/00 , G06T15/10 , G06T17/10 , G06V10/72
CPC classification number: G06T1/20 , G06F9/3877 , G06F9/5061 , G06F17/18 , G06T7/60 , G06T15/005 , G06T15/10 , G06T17/10 , G06V10/72
Abstract: A method including rendering graphics for an application using graphics processing units (GPUs). Responsibility for rendering of geometry is divided between GPUs based on screen regions, each GPU having a corresponding division of the responsibility which is known. First pieces of geometry are rendered at the GPUs during a rendering phase of a previous image frame. Statistics are generated for the rendering of the previous image frame. Second pieces of geometry of a current image frame are assigned based on the statistics to the GPUs for geometry testing. Geometry testing at a current image frame on the second pieces of geometry is performed to generate information regarding each piece of geometry and its relation to each screen region, the geometry testing performed at each of the GPUs based on the assigning. The information generated for the second pieces of geometry is used when rendering the geometry at the GPUs.
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公开(公告)号:US11869114B2
公开(公告)日:2024-01-09
申请号:US17684105
申请日:2022-03-01
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Florian Strauss , Tobias Berghoff
IPC: G06T1/20
CPC classification number: G06T1/20
Abstract: A method for graphics processing. The method including rendering graphics for an application using a plurality of graphics processing units (GPUs). The method including dividing responsibility for the rendering of geometry of the graphics between the plurality of GPUs based on a plurality of screen regions that are interleaved, each GPU having a corresponding division of the responsibility which is known to the plurality of GPUs. The method including assigning a GPU a piece of geometry of an image frame generated by an application for geometry pretesting. The method including performing geometry pretesting at the GPU to generate information regarding the piece of geometry and its relation to each of the plurality of screen regions. The method including using the information at each of the plurality of GPUs when rendering the image frame.
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19.
公开(公告)号:US20230356077A1
公开(公告)日:2023-11-09
申请号:US18354483
申请日:2023-07-18
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Kelvin M. Yong
IPC: A63F13/355 , H04L67/10 , H04L65/80 , A63F13/358 , A63F13/44 , H04N21/242 , H04N21/43 , H04N21/4402 , H04N21/442 , H04N21/8547 , H04L67/1095 , A63F13/335 , G07F17/32 , H04N21/2343 , H04N21/478 , H04L65/70 , H04L67/131
CPC classification number: A63F13/355 , H04L67/10 , H04L65/80 , A63F13/358 , A63F13/44 , H04N21/242 , H04N21/4302 , H04N21/4402 , H04N21/4424 , H04N21/8547 , H04L67/1095 , A63F13/335 , G07F17/3225 , H04N21/2343 , H04N21/4781 , H04L65/70 , H04L67/131 , A63F2300/534 , A63F2300/638 , A63F2300/538
Abstract: A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.
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20.
公开(公告)号:US20230115947A1
公开(公告)日:2023-04-13
申请号:US18080605
申请日:2022-12-13
Applicant: Sony Interactive Entertainment Inc.
Inventor: Mark E. Cerny , Kelvin M. Yong
IPC: A63F13/355 , A63F13/358 , A63F13/52 , H04N19/115 , H04N19/177 , H04N19/142 , A63F13/53 , A63F13/77
Abstract: A method for cloud gaming. The method including generating a plurality of video frames when executing a video game at a cloud gaming server. The method including encoding the plurality of video frames at an encoder bit rate, wherein the plurality of video frames that is compressed is transmitted to a client from a streamer of the cloud gaming server. The method including measuring a maximum receive bandwidth of a client. The method including monitoring the encoding of the plurality of video frames at the streamer. The method including dynamically tuning a parameter of the encoder based on the monitoring of the encoding.
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