IP Library › Granted Patent US 12,370,442
Granted Patent B2
US 12,370,442 · App. 17/948,985 · Granted Jul 29, 2025

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

Inventors: Roelof Roderick Colenbrander (Costa Mesa, CA); Mark E. Cerny (Los Angeles, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/355A63F13/358A63F13/52A63F13/537A63F2300/534A63F2300/538H04L65/61H04L67/12
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 12,370,442
App. No.
17/948,985
Granted
Jul 29, 2025
Kind
B2
Abstract

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.

Claims (79)

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.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 23, 2025
From: COLENBRANDER, ROELOF RODERICK; CERNY, MARK E.
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 071692/0505 →
Continuity (5)
Continuation 17008463 · Aug 31, 2020
Provisional Application 62909166 · Oct 1, 2019
Provisional Application 62909175 · Oct 1, 2019
Provisional Application 62909172 · Oct 1, 2019
Related Publication 20230016903A1 · Jan 19, 2023
References Cited (3)
US 20140187331A1 · Kim · 2014 [cited by examiner]
US 20150264298A1 · Colenbrander · 2015 [cited by examiner]
US 20160303479A1 · Cotter · 2016 [cited by examiner]