US2016027142A1PendingUtilityA1
Application-transparent resolution control by way of command stream interception
Assignee: LUCIDLOGIX TECHNOLOGIES LTDPriority: Aug 20, 2008Filed: Jun 25, 2015Published: Jan 28, 2016
Est. expiryAug 20, 2028(~2.1 yrs left)· nominal 20-yr term from priority
G06F 1/3212G09G 2330/021G09G 2320/0626G09G 5/363G06T 2210/36G06T 1/20G06T 15/005
51
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Claims
Abstract
A method for controlling image resolution in graphics systems at runtime is provided. In use, the stream of commands and Shaders of the running application is intercepted and analyzed at run time. In the event that an on-the-fly change of resolution is required, the change is made by modification of the Shader assembly code or of the graphics library commands.
Claims
exact text as granted — not AI-modified1 .- 17 . (canceled)
18 . A method for reducing power consumption while maintaining playability factors in graphics systems at runtime comprising:
providing a computer system having at least one CPU, one or more of an integrated or a discrete GPU, a display to display one or more image frames, a non-transitory computer readable system memory, at least one application running on the computer system that generates at least a stream of graphic library commands at run time; the steps including: measuring, storing and analyzing for power and playability factors one or more of: frame rate, resolution, backlight, response lag time and asset load time; in the event that one or more of the power consumption or playability factors is less than desired, adjusting one or more of the frame rate, the resolution or the backlight level.
19 . The method of claim 18 , wherein adjusting the backlight level comprises the step of dimming the backlight to reduce power consumption.
20 . The method of claim 19 , wherein the step of dimming the backlight level includes the step of adjusting the contrast while maintaining playability image quality.
21 . The method of claim 18 , wherein adjusting the frame rate comprises the step of adjusting the frame rate to adjust power consumption.
22 . The method of claim 21 , wherein adjusting the frame rate comprises the step of reducing the frame rate to reduce power consumption.
23 . The method of claim 18 , wherein adjusting the resolution comprises the step of reducing the resolution.
24 . The method of claim 18 , wherein the measuring storing and analyzing steps include analyzing two or more of frame rate, resolution, or the backlight level.
25 . The method of claim 18 , further comprising adjusting the asset load time by increasing the FPS during loading until loading completes.
26 . The method of claim 25 , wherein the step of increasing the FPS occurs subsequent to the step of measuring, storing and analyzing for power and playability factors.
27 . The method of claim 18 wherein the step of analyzing comprises analyzing the current power consumption against conservation goals; and,
adjusting one or more of frame rate, resolution or backlight to result in meeting system power conservation goals.
28 . The method of claim 18 , wherein in the event that the step of measuring, storing and analyzing for playability and power consumption factors is less than desired, one or more of backlight level, resolution and frame rate are adjusted for playability factors.
29 . The method of claim 18 , wherein in the event that the adjusting step on the backlight level remains at or above the desired playability and/or power consumption factors, one or more of the frame rate and resolution are adjusted to meet desired playability and/or power consumption factors.
30 . The method of claim 27 , wherein in the event that the adjusting step on frame rate remains less than the desired playability and/or power consumption, the frame rate and resolution are balanced against one another to achieve the desired playability and power consumption factors.
31 . The method of claim 18 , wherein adjusting the resolution is limited by at least one threshold, the at least one threshold selected from: bearable levels of at least one of frame rate, image resolution, image brightness, responsiveness and power consumption.
32 . The method of claim 31 , wherein any of the thresholds can be modified in the course of the run time of application.
33 . The method of claim 31 , wherein a low threshold is used for preserving the application's playability.
34 . The method of claim 18 , further comprising the step of sampling power consumption at the beginning of a frame.
35 . The method of claim 18 , further comprising the step of calculating the desired power consumption at the beginning of a frame.
36 . A system for reducing power consumption while maintaining playability factors in graphics systems at runtime comprising:
a computer system having at least one CPU, one or more of an integrated or a discrete GPU, a display to display one or more image frames, a non-transitory computer readable system memory, at least one application running on the computer system that generates at least a stream of graphic library commands at run time; a measurement module to measure, store and analyze power and playability factors including one or more of: frame rate, resolution, backlight, response lag time and asset load time; and, an adjusting module, in the event that one or more of the power consumption or playability factors is less than desired, to adjust one or more of the frame rate, the resolution or the backlight level.
37 . The system of claim 36 , further comprising a sampling module to sample power consumption at the beginning of a frame.
38 . The system of claim 36 , further comprising a module to calculate desired power consumption at the beginning of a frame.
39 . A computer program product method for reducing power consumption while maintaining playability factors in graphics systems at runtime comprising a computer system having at least one CPU, one or more of an integrated or a discrete GPU, a display to display one or more image frames, a non-transitory computer readable system memory storing instructions, which, when executed by at the at least one CPU and/or the one or more of an integrated or discrete GPUs, generates at least a stream of graphic library commands at run time, and results in operations comprising:
measuring, storing and analyzing for power and playability factors one or more of: frame rate, resolution, backlight, response lag time and asset load time; and, in the event that one or more of the power consumption or playability factors is less than desired, adjusting one or more of the frame rate, the resolution or the backlight level.
40 . The method of claim 39 , further comprising sampling power consumption at the beginning of a frame.
41 . The method of claim 39 , further comprising calculating desired power consumption at the beginning of a frame.Cited by (0)
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