Beginning scan-out process at flip-time for cloud gaming applications

US12370442B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12370442-B2
Application numberUS-202217948985-A
CountryUS
Kind codeB2
Filing dateSep 20, 2022
Priority dateOct 1, 2019
Publication dateJul 29, 2025
Grant dateJul 29, 2025

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A method for cloud gaming. The method including generating a video frame when executing a video game at a server. The method including performing a scan-out process by scanning the video frame scanline-by-scanline and one or more user interface features scanline-by-scanline to one or more input frame buffers, and compositing and blending the video frame and the one or more user interface features into a modified video frame. The method including scanning in the scan-out process the modified video frame to an encoder at the server scanline-by-scanline. The method including beginning in the scan-out process scanning the video frame and the one or more user interface features to the one or more input frame buffers at a corresponding flip-time for the video frame.

First claim

Opening claim text (preview).

What is claimed is: 1. A method, comprising: generating a video frame within a frame period when executing a video game at a server, wherein generating the video frame comprises executing, at a flip-time that occurs before a next occurrence of a server vertical synchronization (VSYNC) signal, a command that indicates that the video frame has fully rendered; and performing a scan-out process for the video frame to deliver the video frame to an encoder that is configured to compress the video frame, wherein the performing the scan-out process for the video frame begins at the flip-time. 2. The method of claim 1 , further comprising: scanning the video frame at a scan-out rate that is higher than a frame rate used for generating a plurality of video frames when executing the video game; and beginning to encode the video frame before the next occurrence of the server VSYNC signal. 3. The method of claim 1 , wherein the performing the scan-out process for the video frame includes: scanning the video frame scanline-by-scanline to an input frame buffer. 4. The method of claim 3 , further comprising: beginning to scan the video frame to the encoder before fully receiving the video frame at the input frame buffer. 5. The method of claim 3 , further comprising: performing at least one of the following on the video frame received at the input frame buffer to generate a modified video frame: decompressing DCC compressed surface, or resolution scaling, or color space conversion, or degamma, or HDR expansion, or gamut remap, or LUT shaping, or tone mapping, or blending gamma; and scanning the modified video frame to the encoder. 6. The method of claim 1 , wherein the flip-time is a command in a command buffer that when executed by a graphics processing unit (GPU) indicates that the GPU has fully rendered the video frame. 7. The method of claim 1 , further comprising: beginning to encode the video frame before completing the scan-out process for the video frame. 8. A non-transitory computer-readable medium storing instructions that, when executed by one or more processors, cause a system to perform operations comprising: generating a video frame within a frame period when executing a video game at a server, wherein generating the video frame comprises executing, at a flip-time that occurs before a next occurrence of a server vertical synchronization (VSYNC) signal, a command that indicates that the video frame has fully rendered; and performing a scan-out process for the video frame to deliver the video frame to an encoder that is configured to compress the video frame, wherein the performing the scan-out process for the video frame begins at the flip-time. 9. The non-transitory computer-readable medium of claim 8 , the operations further comprising: scanning the video frame at a scan-out rate that is higher than a frame rate used for generating a plurality of video frames when executing the video game; and beginning to encode the video frame before the next occurrence of the server VSYNC signal. 10. The non-transitory computer-readable medium of claim 8 , wherein the performing the scan-out process for the video frame comprises: scanning the video frame scanline-by-scanline to an input frame buffer. 11. The non-transitory computer-readable medium of claim 10 , the operations further comprising: beginning to scan the video frame to the encoder before fully receiving the video frame at the input frame buffer. 12. The non-transitory computer-readable medium of claim 10 , the operations further comprising: performing at least one of the following on the video frame received at the input frame buffer to generate a modified video frame: decompressing DCC compressed surface, or resolution scaling, or color space conversion, or degamma, or HDR expansion, or gamut remap, or LUT shaping, or tone mapping, or blending gamma; and scanning the modified video frame to the encoder. 13. The non-transitory computer-readable medium of claim 8 , wherein in the method the flip-time is a command in a command buffer that when executed by a graphics processing unit (GPU) indicates that the GPU has fully rendered the video frame. 14. The non-transitory computer-readable medium of claim 8 , the operations further comprising: beginning to encode the video frame before completing the scan-out process for the video frame. 15. A computer system comprising: a processor; and memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method comprising: generating a video frame within a frame period when executing a video game at a server, wherein generating the video frame comprises executing, at a flip-time that occurs before a next occurrence of a server vertical synchronization (VSYNC) signal, a command that indicates that the video frame has fully rendered; performing a scan-out process for the video frame to deliver the video frame to an encoder that is configured to compress the video frame, wherein the performing the scan-out process for the video frame begins at the flip-time. 16. The computer system of claim 15 , the method further comprising: scanning the video frame at a scan-out rate that is higher than a frame rate used for generating a plurality of video frames when executing the video game; and beginning to encode the video frame before the next occurrence of the server VSYNC signal. 17. The computer system of claim 15 , wherein in the method the performing the scan-out process for the video frame includes: scanning the video frame scanline-by-scanline to an input frame buffer. 18. The computer system of claim 17 , the method further comprising: beginning to scan the video frame to the encoder before fully receiving the video frame at the input frame buffer. 19. The computer system of claim 17 , the method further comprising: performing at least one of the following on the video frame received at the input frame buffer to generate a modified video frame: decompressing DCC compressed surface, or resolution scaling, or color space conversion, or degamma, or HDR expansion, or gamut remap, or LUT shaping, or tone mapping, or blending gamma; and scanning the modified video frame to the encoder. 20. The computer system of claim 15 , the method further comprising: beginning to encode the video frame before completing the scan-out process for the video frame.

Assignees

Inventors

Classifications

  • for supporting one-way streaming services, e.g. Internet radio · CPC title

  • using indicators, e.g. showing the condition of a game character on screen · CPC title

  • Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients · CPC title

  • for performing operations on behalf of the game client, e.g. rendering · CPC title

  • for network load management, e.g. bandwidth optimization, latency reduction · CPC title

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What does patent US12370442B2 cover?
A method for cloud gaming. The method including generating a video frame when executing a video game at a server. The method including performing a scan-out process by scanning the video frame scanline-by-scanline and one or more user interface features scanline-by-scanline to one or more input frame buffers, and compositing and blending the video frame and the one or more user interface featur…
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/355. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jul 29 2025 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 1 related publication on this page (citations in our corpus or others sharing the same primary CPC).