The present invention relates to pixels, and more particularly to the display of pixels.
Conventionally, image frames are rendered to allow display thereof by a display device. For example, a 3-dimensional (3D) virtual world of a game may be rendered to 2-dimensional (2D) perspective correct image frames. In any case, the time to render each image frame (i.e. the rendering rate of each frame) is variable as a result of such rendering time depending on the number of objects in the scene represented by the image frame, the number of light sources, the camera viewpoint/direction, etc. Unfortunately, the refresh of a display device has generally been independent of the rendering rate, which has resulted in limited schemes being introduced that attempt to compensate for any discrepancies between the differing rendering and display refresh rates.
Just by way of example, a vsync-on mode and a vsync-off mode are techniques that have been introduced to compensate for any discrepancies between the differing rendering and display refresh rates. In practice these modes have been used exclusively for a particular application, as well as in combination where the particular mode selected can be dynamically based on whether the GPU render rate is above or below the display refresh rate. In any case though, vsync-on and vsync-off have exhibited various limitations.
Note that when the rendering of a frame completes just after vsync, this can cause an extra 15 mS to be added before the frame is first displayed. This adds to the ‘latency’ of the application, in particular the time between a user action such as a ‘mouse click’, and the visible response on the screen, such as a ‘muzzle flash’ from the gun. A further disadvantage of ‘vsync-on’ is that if the GPU rendering happens to be slightly slower than 60 Hz, the effective refresh rate will drop down to 30 Hz, because each image is shown twice. Some applications allow the use of ‘triple buffering’ with ‘vsync-on’ to prevent this 30 Hz issue from occurring. Because the GPU never needs to wait for a buffer to become available in this particular case, the 30 Hz refresh issue is avoided. However, the display pattern of ‘new’, ‘repeat’, ‘new’, ‘new’, ‘repeat’ can make motion appear irregular. Moreover, when the GPU renders much faster than display, triple buffering actually leads to increased latency of the GPU.
There is thus a need for addressing these and/or other issues associated with the prior art.
A system, method, and computer program product are provided for modifying a pixel value as a function of a display duration estimate. In use, a value of a pixel of an image frame to be displayed on a display screen of a display device is identified, wherein the display device is capable of handling updates at unpredictable times. Additionally, the value of the pixel is modified as a function of an estimated duration of time until a next update including the pixel is to be displayed on the display screen. Further, the modified value of the pixel is transmitted to the display screen for display thereof.
In various implementations, the display device may be an integrated component of a computing system. For example, the display device may be a display of a mobile device (e.g. laptop, tablet, mobile phone, hand held gaming device, etc.), a television display, projector display, etc. In other implementations the display device may be remote from, but capable of being coupled to, a computing system. For example, the display device may be a monitor or television capable of being connected to a desktop computer.
Moreover, the image frames may each be any rendered or to-be-rendered content representative of an image desired to be displayed via the display device. For example, the image frames may be generated by an application (e.g. game, video player, etc.) having a user interface, such that the image frames may represent images to be displayed as the user interface. It should be noted that in the present description the image frames are, at least in part, to be displayed in an ordered manner to properly present the user interface of the application to a user. In particular, the image frames may be generated sequentially by the application, rendered sequentially by one or more graphics processing unit (GPUs), and further optionally displayed sequentially at least in part (e.g. when not dropped) by the display device.
As noted above, a state of the display device is identified in which an entirety (i.e. all portions of) of an image frame is currently displayed by the display device. For example, for a display device having a display screen (e.g. panel) that paints the image frame (e.g. from top-to-bottom) on a line-by-line basis, the state of the display device in which the entirety of the image frame is currently displayed by the display device may be identified in response to completion of a last scan line of the display device being painted. In any case, the state may be identified in any manner that indicates that the display device is ready to accept a new image.
In response to the identification of the state of the display device, it is determined whether an entirety of a next image frame to be displayed has been rendered to memory. Note decision 204. As described above, the image frames are, at least in part, to be displayed in an ordered manner. Accordingly, the next image frame may be any image frame generated by the application for rendering thereof immediately subsequent to the image frame currently displayed as identified in operation 202.
Such rendering may include any processing of the image frame from a first format output by the application to a second format for transmission to the display device. For example, the rendering may be performed on an image frame generated by the application (e.g. in 2D or in 3D) to have various characteristics, such as objects, one or more light sources, a particular camera viewpoint, etc. The rendering may generate the image frame in a 2D format with each pixel colored in accordance with the characteristics defined for the image frame by the application.
Accordingly, determining whether the entirety of the next image frame to be displayed has been rendered to memory may include determining whether each pixel of the image frame has been rendered, whether the processing of the image frame from a first format output by the application to a second format for transmission to the display device has completed, etc.
In one embodiment, each image frame may be rendered by a GPU or other processor to the memory. The memory may be located remotely from the display device or a component of the display device. As an option, the memory may include one or more buffers to which the image frames generated by the application are capable of being rendered. In the case of two buffers, the image frames generated by the application may be alternately rendered to the two buffers. In the case of more than two buffers, the image frames generated by the application may be rendered to the buffers in a round robin manner. To this end, determining whether the entirety of the next image frame to be displayed has been rendered to memory may include determining whether the entirety of the next image frame generated by the application has been rendered to one of the buffers.
As shown in operation 206, the next image frame is transmitted to the display device for display thereof, when it is determined in decision 204 that the entirety of the next image frame to be displayed has been rendered to the memory. In one embodiment, the next image frame may be transmitted to the display device upon the determination that the entirety of the next image frame to be displayed has been rendered to the memory. In this way, the next image frame may be transmitted as fast as possible to the display device when 1) the display device is currently displaying an entirety of an image frame (operation 202) and 2) when it is determined (decision 204) that the entirety of the next image frame to be displayed by the display device has been rendered to the memory.
One embodiment the present method 200 is shown in
Further, as shown in operation 208 in
It should be noted that the refresh of the display device may be delayed as described above in any desired manner. In one embodiment, the refresh of the display device may be delayed by holding on the display device the display of the image frame from operation 202. For example, the refresh of the display device may be delayed by delaying a refresh operation of the display device. In another embodiment, the refresh of the display device may be delayed by extending a vertical blanking interval of the display device, which in turn holds the image frame on the display device.
In some situations, the extent to which the refresh of the display device is capable of being delayed may be limited. For example, there may be physical limitations on the display device, such as the display screen of the display device being incapable of holding its state indefinitely. With respect to such example, after a certain amount of time, which may be dependent on the model of the display device, the pixels may ‘drift’ away from the last stored value, and change (i.e. reduce, or increase) their brightness or color. Further, once the brightness of each pixel begins to change, the pixel brightness may continue to change until the pixel turns black, or white.
Accordingly, on some displays the refresh of the display device may be delayed only up to a threshold amount of time. The threshold amount of time may be specific to a model of the display device, for the reasons noted above. In particular, the threshold amount of time may include that time before which the pixels of the display device begin to change, or at least before which the pixels of the display device change a predetermined amount.
Further, the refresh of the display device may be delayed for a time period during which the next image frame is in the process of being rendered to the memory. Thus, the refresh of the display device may be delayed until 1) the refresh of the display device is delayed for a threshold amount of time, or 2) it is determined that the entirety of the next image frame to be displayed has been rendered to the memory, whichever occurs first.
When the refresh of the display device is delayed for the threshold amount of time (i.e. without the determination that the entirety of the next image frame to be displayed has been rendered to the memory), the display of the image frame currently displayed by the display device may be repeated to ensure that the display does not drift and to allow additional time to complete rendering of the next image frame to memory, as described in more detail below. Various examples of repeating the display of the image frame are shown in
The capability to delay the refresh of the display device in the manner described above further improves smoothness of motion that is a product of the sequential display of the image frames, as opposed to the level of smoothness otherwise occurring when the traditional vsync-on mode is activated. In particular, smoothness is provided by allowing for additional time to render the next image frame to be displayed, instead of necessarily repeating display of the already displayed image frame which may take more time as required by the traditional vsync-on mode, just by way of example, the main reason for improved motion for moving objects may be a result of the constant delay between completion of the rendering of an image and painting the image to the display. In addition, a game, for example, may have knowledge of when the rendering of an image completes. If the game uses that knowledge to compute ‘elapsed time’ and update position of all moving objects, the constant delay will make things that are moving smoothly look to be moving smoothly. This provides a potential improvement over vsync-on which has a constant (e.g. 16 mS) refresh, since for example it can only be decided whether to repeat a frame of show the next one every regular refresh (e.g. every 16 mS), thus causing unnatural motion because the game has no knowledge of when objects are displayed which adds some ‘jitter’ to moving objects. One example in which the delayed refresh described above allows for additional time to render a next image frame to be displayed is shown in
In addition, the amount of system power used may be reduced when the refresh is delayed. For example, power sent to the display device to refresh the display may be reduced by refreshing the display device less often (i.e. dynamically as described above). As a second example, power used by the GPU to transmit an image to the display device may be reduced by transmitting images to the display device less often. As a third example, power used by memory of the GPU may be reduced by transmitting images to the display device less often.
To this end, the method 200 of
When it is identified that the entirety of an image frame is currently displayed by the display device but that a next image frame to be displayed (i.e. immediately subsequent to the currently displayed image frame) has not yet been rendered in its entirety to memory, the refresh of the display device may be delayed. Delaying the refresh may allow additional time for the entirety of the next image frame to be rendered to memory, such that when the rendering completes during the delay the entirety of the rendered next image frame may be displayed as fast as possible in the manner described above.
More illustrative information will now be set forth regarding various optional architectures and features with which the foregoing framework may or may not be implemented, per the desires of the user. It should be strongly noted that the following information is set forth for illustrative purposes and should not be construed as limiting in any manner. Any of the following features may be optionally incorporated with or without the exclusion of other features described.
As shown in the present timing diagram 300, the time required by the GPU to render each image frame to memory (shown on the timing diagram 300 as GPU rendering) is longer than the total time required for a rendered image frame to be scanned out in its entirety to a display screen of a display device (shown on the timing diagram 300 GPU display) and for the display screen of the display device to change state and emit the new intensity photons (shown on the timing diagram 300 as Monitor and hereinafter referred to as the refresh period). In other words, the GPU render frame rate in the present embodiment is slower than the maximum monitor refresh rate. In this case, the display refresh should follow the GPU render frame rate, such that each image frame is transmitted to the display device for display thereof as fast a possible upon the image frame being rendered in its entirety to memory.
In the specific example shown, the memory includes two buffers: buffer ‘A’ and buffer ‘B’. When a state of the display device is identified in which an entirety of an image frame is currently displayed by the display device (e.g. image frame ‘i−1’), then upon the next image frame ‘i’ being rendered in its entirety to buffer ‘A’, such next image frame ‘i’ is transmitted to the display device for display thereof. While that next image frame ‘i’ is being transmitted to the display device and painted on the display screen of the display device, a next image frame ‘i+1’ is rendered in its entirety to buffer and then upon that next image frame ‘i+1’ being rendered in its entirety to buffer ‘B’, such next image frame ‘i+1’ is transmitted to the display device for display thereof, and so on.
Because the GPU render frame rate is slower than the maximum monitor refresh rate, the refresh of the display device is delayed to allow additional time for rendering of each image frame to be displayed. In this way, rendering of each image frame may be completed during the time period in which the refresh has been delayed, such that the image frame may be transmitted to the display device for display thereof as fast a possible upon the image frame being rendered in its entirety to memory.
As shown in the present timing diagram 350, the time required by the GPU to render each image frame to memory is shorter than the total time required for a rendered image frame to be scanned out in its entirety to a display screen of a display device (shown as monitor) and for the display screen of the display device to change state and emit the new intensity photons (hereinafter referred to as the refresh period). In other words, in the present embodiment the GPU render frame rate is faster than the maximum monitor refresh rate. In this case, the monitor refresh period should be equal to the highest refresh rate or minimum monitor refresh period, such that minimal latency is caused to the GPU in waiting for a buffer to be free for rendering a next image frame thereto.
In the specific example shown, the memory includes two buffers: buffer ‘A’ and buffer ‘B’. When a state is identified in which an entirety of an image frame is displayed by the display device (e.g. image frame ‘i−1’), then the next image frame ‘i’ is transmitted to the display device for display thereof since it has already been rendered in its entirety to buffer ‘A’. While that next image frame ‘i’ is being transmitted to the display device and painted on the display screen of the display device, a next image frame ‘i+1’ is rendered in its entirety to buffer ‘B’, and then upon an entirety of image frame ‘i’ being painted on the display screen of the display device the next image frame ‘i+1’ is transmitted to the display device for display thereof since it has already been rendered in its entirety to buffer ‘B’, and so on.
Because the GPU render frame rate is faster than the maximum monitor refresh rate, the refresh rate of the display device achieves highest frequency and it continues refreshing itself with new image frames as fast as the display device is able. In this way, the image frames may be transmitted from the buffers to the display device at the fastest rate by which the display device can display such images, such that the buffers may be freed for further rendering thereto as quickly as possible.
As shown, it is determined in decision 402 whether an entirety of an image frame is currently displayed by a display device. For example, it may be determined whether an image frame has been painted to a last scan line of a display screen of the display device. If it is determined that an entirety of an image frame is not displayed by the display device (e.g. that an image frame is still being written to the display device), the method 400 continues to wait for it to be determined that an entirety of an image frame is currently displayed by the display device
Once it is determined that an entirety of an image frame is currently displayed by the display device, it is further determined in decision 404 whether an entirety of a next image frame to be displayed has been rendered to memory. If it is determined that an entirety of a next image frame to be displayed has been rendered to memory (e.g. the GPU render rate is faster than the display refresh rate), the next image frame is transmitted to the display device for display thereof. Note operation 406. Thus, the next image frame may be transmitted to the display device for display thereof as soon as both an entirety of an image frame is currently displayed by the display device and an entirety of a next image frame to be displayed has been rendered to memory.
However, if it is determined in decision 404 that an entirety of a next image frame to be displayed has not been rendered to memory (e.g. that the next image frame is still in the process of being rendered to memory, particularly in the case where the GPU render rate is slower than the display refresh rate), a refresh of the display device is delayed. Note operation 408. It should be noted that the refresh of the display device may be delayed by either 1) the GPU waiting up to a predetermined period of time before transmitting any further image frames to the display device, or 2) instructing the display device to ignore an unwanted image frame transmitted to the display device when hardware of a GPU will not wait (e.g. is incapable of waiting, etc.) up to the predetermined period of time before transmitting any further image frames to the display device.
In particular, with respect to case 2) of operation 408 mentioned above, it should be noted that some GPU's are incapable of implementing the delay described in case 1) of operation 408. In particular, some GPU's can only implement a limited vertical blanking interval, such that any attempt to increase that vertical blanking interval may result in a hardware counter overflow where the GPU starts a scanout from the memory regardless of the contents of the memory (i.e. regardless of whether an entirety of an image frame has been rendered to the memory). Thus, the scanout may be considered a bad scanout since the memory contents being transmitted via the scanout may not be an entirety of a single image frame and thus may be unwanted.
The GPU software maybe aware that a bad scanout is imminent. Due to the nature of the GPU however, the hardware scanout may be incapable of being stopped by software, such that the bad scanout will happen. To prevent the display device from showing the unwanted content, the GPU software may send a message to the display device to ignore the next scanout. This message can be sent over i2c in case of a digital video interface (DVI) cable, or as an i2c-over-Aux or Aux command in case of a display port (DP) cable. The message can be formatted as monitor command control set (MCCS) command or other similar command. Alternately, the GPU may signal this to the display device using any other technique, such as for example a DP InfoFrame, de-asserting data enable (DE), or other in-band or out-band signaling techniques.
As another option, the GPU counter overflow may be handled purely inside the display device. The GPU may tell the display device at startup of the associated computing device what the timeout value is that the display device should use. The display device then applies this timeout and will ignore the first image frame received after the timeout occurs. If the GPU timeout and display device timeout occur simultaneously, the display device may self-refresh the display screen and discard the next incoming image frame.
As yet another option, the GPU software may realize that the scanout is imminent, but ‘at the last moment’ change the image frame that is being scanned out to be the previous frame. In that case, there may not necessarily be any provision in the display device to deal with the bad scanout. In cases where this technique is used, where the GPU counter overflow always occurs earlier than the display device timeout, no display device timeout may be necessary, since a refresh due to counter overflow may always occurs in time.
Moreover, in the case that the GPU display logic may have already pre-fetched a few scan lines of data from buffer ‘B’ when the re-program to buffer ‘A’ occurs, these (incorrect) lines may be sent to the display device. This case can be handled by the display device always discarding for example, the top three lines of what is sent, and making the image rendered/scanned by the GPU three lines higher.
While the refresh of the display device is being delayed, it may continuously, periodically, etc, be determined whether an entirety of a next image frame to be displayed has been rendered to memory, as shown in decision 410, until the refresh of the display device is delayed for a threshold amount of time (i.e. decision 412) or it is determined that the entirety of the next image frame to be displayed has been rendered to the memory (i.e. decision 410), whichever occurs first
If it is determined in decision 410 that the entirety of the next image frame to be displayed has been rendered to the memory before it is determined that the refresh of the display device has been delayed for a threshold amount of time (“YES” on decision 410), then the next image frame is transmitted to the display device for display thereof. Note operation 406. On the other hand, if it is determined in decision 412 that the refresh of the display device has been delayed for the threshold amount of time before it is determined that the entirety of the next image frame to be displayed has been rendered to the memory (“YES” on decision 412), then display of a previously displayed image frame is repeated. Note operation 414. Such previously displayed image frame may be that currently displayed by the display device.
In one embodiment, the repeating of the display of the image frame may be performed by a GPU re-transmitting the image frame to the display device (e.g. from the memory). For example, the re-transmitting of the image frame to the display device may occur when the display device does not have internal memory in which a copy of the image frame is stored while being displayed. In another embodiment where the display device does include internal memory, the repeating of the display of the image frame may be performed by the display device displaying the image frame from the internal memory (e.g. a DRAM buffer internal to the display device).
Thus, either the GPU or the display device may control the repeating of the display of a previously displayed image frame, as described above. In the case of the display device controlling the repeated display of image frames, the display device may have a built-in timeout value which may be specific to the display screen of the display device. A scaler or timing controller (TCON) of the display device may detect when it has not yet received the next image frame from the GPU within the timeout period and may automatically re-paint the display screen with the previously displayed image frame (e.g. from its internal memory). As another option, the display device may have a timing controller capable of initiating the repeated display of the image frame upon completion of the timeout period.
In the case of the GPU controlling the repeated display of image frames, GPU scanout logic may drive the display device directly, without a scaler in-between. Accordingly, the GPU may perform the timeout similar to that described above with respect to the scaler of the display device. The GPU may then detect a (e.g. display screen specific) timeout, and initiate re-scanout of the previously displayed image frame.
Multiple different techniques may be implemented once display of a previously displayed image frame is repeated. In one embodiment, the method 400 may optionally revert to decision 402, such that the next image frame may be transmitted to the display device for display thereof only once an entirety of the repeated image frame is displayed (“YES” on decision 402) and an entirety of the next image frame to be displayed is rendered to memory (“YES” on decision 404). For example, when the entirety of the next image frame to be displayed has been rendered to the memory before an entirety of the repeated image frame is displayed by the display device, the method 400 may wait for the entirety of the repeated image frame to be displayed by the display device. In this case the next image frame may be transmitted to the display device for display thereof in response to identifying a state of the display device in which the entirety of the repeated image frame is currently displayed by the display device.
As a further option to the above described embodiment (e.g.
Further, when an entirety of the repeated image frame is displayed but an entirety of the next image frame to be displayed has still not yet been rendered to the memory, the method 400 may revert to operation 408 whereby the refresh of the display device is again delayed. Accordingly, the method 400 may optionally repeat operations 408-414 when the repeated image frame is displayed, such that the display of a same image frame may be repeated numerous times (e.g. when necessary to allow sufficient time for the next image frame to be rendered to memory).
In another optional embodiment where display of a previously displayed image frame is repeated, the next image frame may be transmitted to the display device for display thereof solely in response to a determination that the entirety of the next image frame to be displayed has been rendered to the memory, and thus without necessarily identifying a display device state in which the entirety of the repeated image frame is currently displayed by the display device. In other words, when the entirety of the next image frame to be displayed has been rendered to the memory before an entirety of the repeated image frame is displayed by the display device, the next image frame may be transmitted to the display device for display thereof without necessarily any consideration of the state of the display device.
In one implementation of the above described embodiment, upon receipt of the next image frame by the display device, the display device may interrupt painting of the repeated image frame on a display screen of the display device and may begin painting of the next image frame on the display screen of the display device at a point of the interruption. This may result in tearing, namely simultaneous display by the display device of a portion of the repeated image frame and a portion of the next image frame. However, this tearing will be minimal in the context of the present method 400 since it will only be tolerated in the specific situation where the entirety of the next image frame to be displayed has been rendered to the memory before an entirety of the repeated image frame is displayed by the display device.
In another implementation of the above described embodiment, upon receipt of the next image frame by the display device, the display device may interrupt painting of the repeated image frame on a display screen of the display device and may begin painting of the next image frame on the display screen of the display device at a first scan line of the display screen of the display device. This may allow for an entirety of the next image frame being displayed by the display device, such that the tearing described above may be avoided.
As an optional extension of the method 400 of
As shown in operation 902, a value of a pixel of an image frame to be displayed on a display screen of a display device is identified, wherein the display device is capable of handling updates at unpredictable times. The display device may be capable of handling updates at unpredictable times in the manner described above with reference to dynamic refreshing of the display device as described above with reference to the previous Figures. In one embodiment, the display screen may be a component of a 2D display device.
In one embodiment, the value of the pixel of the image frame to be displayed may be identified from a GPU. For example, the value may result from rendering and/or any other processing of the image frame by the GPU. Accordingly, the value of the pixel may be a color value of the pixel.
Additionally, as shown in operation 904, the value of the pixel is modified as a function of an estimated duration of time until a next update including the pixel is to be displayed on the display screen. Such estimated duration of time may be, in one embodiment, the time from the display of the pixel to the time when the pixel is updated (e.g. as a result of display of a new image frame including the pixel). It should be noted that modifying the value of the pixel may include changing the value of the pixel in any manner that is a function of an estimated duration of time until a next update including the pixel is to be displayed on the display screen.
In one embodiment, the estimated duration of time may be determined based on, or determined as, a duration of time in which a previous image frame was displayed on the display screen, where for example the previous image frame immediately precedes the image frame to be displayed. Of course, as another option the estimated duration of time may be determined based on a duration of time in which each of a plurality of a previous image frames were displayed on the display screen.
Just by way of example, the value of the pixel may be modified by performing a calculation utilizing an algorithm that takes into account the estimated duration of time until the next update including the pixel is to be displayed on the display screen. Table 1 illustrates one example of the algorithm that may be used to modify the value of the pixel as a function of the estimated duration of time until the next update including the pixel is to be displayed on the display screen. Of course, the algorithm shown in Table 1 is for illustrative purposes only and should not be construed as limiting in any manner.
As shown in Table 1, the value of a pixel sent to the display screen may be modified as a function of the identified value of the pixel at a particular screen location (e.g. received from the GPU), the previous value of the pixel included in a previous image frame displayed by the display screen at that same screen location, and the estimated duration of time until the next update including the pixel is to be displayed. In one embodiment, the modified pixel value may be a function of the screen position (i,j) of the pixel, which is described in U.S. patent application Ser. No. 12/901,447, filed Oct. 8, 2010, and entitled “System, Method, And Computer Program Product For Utilizing Screen Position Of Display Content To Compensate For Crosstalk During The Display Of Stereo Content,” by Gerrit A. Slavenburg, which is hereby incorporated by reference in its entirety.
Further to the algorithm shown in Table 1, it should be noted that the estimated_frame_duration(t) may be determined utilizing a variety of techniques. In one embodiment, the estimated_frame_duration(t)=frame_duration(t−1), where frame_duration(t−1) is a duration of time that the previous image frame was displayed by the display screen. In another embodiment, the estimated_frame_duration(t) is an average duration of time that a predetermined number of previous image frames were displayed by the display screen, such as estimated_frame_duration(t)=average of frame_duration(t−1), frame_duration(t−2), . . . frame_duration(t−N) where N is a predetermined number. In yet another embodiment, the estimated_frame_duration(t) is a minimum duration of time among durations of time that a predetermined number of previous image frames were displayed by the display screen, such as estimated_frame_duration(t)=minimum of (frame_duration(t−1), frame_duration(t−2), . . . frame_duration(t−N)) where N is a predetermined number.
As another option, the estimated_frame_duration(t) may be determined as a function of durations of time that a predetermined number of previous image frames were displayed by the display screen, such as estimated_frame_duration(t)=function of [frame_duration(t−1), frame_duration(t−2), . . . frame_duration(t−N)] where N is a predetermined number. Just by way of example, the estimated_frame_duration(t) may be determined from recognition of a pattern (e.g. cadence) among the durations of time that the predetermined number of previous image frames were each displayed by the display screen. Such recognition may be performed via cadence detection, where cadences can be any pattern up to a particular limited length of observation window. In one exemplary embodiment, if it is observed that there is a pattern to frame duration including: duration1 for frame1, duration1 for frame 2, duration2 for frame3, duration1 for frame 4, duration1 for frame 5, duration2 for frame 6, the estimated_frame_duration(t) may be predicted based on this observed cadence.
Further, as shown in operation 906, the modified value of the pixel is transmitted to the display screen for display thereof. The modification of the value of the pixel may result in a pixel value that is capable of achieving a desired luminance value at a particular point in time. For example, the display screen may require a particular amount of time from scanning a value of a pixel to actually achieving a correct intensity for the pixel in a manner such that a viewer observes the correct intensity for the pixel. In other words, the display screen may require a particular amount of time to achieve the desired luminance of the pixel. In some cases, the display screen may not be given sufficient time to achieve the desired luminance of the pixel, such as when a next value of the pixel is transmitted to the display screen for display thereof before the display screen has reached the initial desired luminance.
Thus, an initial value of a pixel to be displayed by the display screen may be modified in the manner described above with respect to operation 904 to allow the display screen to reach the initial value of the pixel within the time given. In one exemplary embodiment, a first value (first luminance) of a pixel included in one image frame may be different from a second value (second luminance) of the pixel included in a subsequent image frame. A display screen to be used for displaying the image frames may require a particular amount of time to transition from displaying the first pixel value to displaying the second pixel value. If that particular amount of time is not given to the display screen, the second pixel value may be modified to result in a greater difference between the first pixel value and the second pixel value, thereby driving the display screen to reach the desired second pixel value in less time.
As shown, a pixel included in a plurality of image frames is initially given a sequence of gray values respective to those image frames including g1, g1, g1, g2, g2. The display screen may be capable of achieving the initial pixel values within the estimated given time durations, with the exception of the first instance of the g2 value. In particular, the duration of time estimated to be given to the display screen to display the first instance of the g2 value may be less than a required time for the display screen to transition from the g1 value to the desired g2 value.
Accordingly, the first instance of the g2 value given to the pixel may be modified to be the value g3 (having a greater difference from g1 than between g1 and g2). Thus, the actual pixel values transmitted to the display screen are g1, g1, g1, g3, g2, g2. As shown on the graph 1000, when value g3 is scanned, the luminance of the pixel increases on the display screen, such that by the time the display screen receives an update to the pixel value (i.e. the first g2 of the transmitted pixel values), the display screen has reached the value g2 which was the initially desired value prior to the modification.
Similar to
For a 2D display device, this error potentially resulting from the aforementioned modification is not fatal. If the resulting pixel value is incorrect, for example causing a luminance overshoot, there may be a faint visual artifact along the leading and or trailing edge of a moving object. Furthermore, in general when the estimated duration of display is determined from a duration of display of a previous image frame, the error will be minimal since typically an application generating the image frames has a fairly regular refresh rate.
For a stereoscopic 3D display device (time sequential), the use of the more exact amount of modification to the value of the pixel may be essential. Errors may cause ghosting/crosstalk between the eyes. So the method 900 of
Adaptive Variable Refresh Rate
A display device may be capable of handling many refresh rates, each with input timings normal style, for example: 30 Hz, 40 Hz, 50 Hz, 60 Hz, 72 Hz, 85 Hz, 100 Hz, 120 Hz, etc.
The GPU may initially render at, for example, a 85 Hz refresh rate. It then finds that it is actually not able to sustain rendering at 85 Hz, and it gives the monitor a special warning message, for example a MCCS command over i2c that it will change, for example to 72 Hz. It sends this message right before changing to the new timing. The GPU may do for example, 100 frames at 85 Hz, warn 72, 200 frames at 72 Hz, warn 40, 500 frames at 40 Hz, warn 60, 300 frames at 60 Hz, etc. Because the scaler is warned ahead of time about the transition, the scaler is better able to make a smooth transition without going through a normal mode change (e.g. to avoid black screen, corrupted frame, etc.).
For a 120 Hz refresh rate capable monitor, some extra horizontal blanking or vertical blanking may be provided in the low refresh rate timings to make sure that the DVI always runs in dual-link mode and to avoid link switching, which is also similar on DP.
This ‘adaptive variable refresh rate’ monitor may be able to achieve the goal of running well in cases where the GPU is rendering just below 60 Hz without the effect of dropping to 30 Hz such as with regular monitor and ‘vsync-on’. However, this monitor may not necessarily respond well to games that have highly variable frame render time.
The system 1400 also includes a graphics processor 1406 and a display 1408, i.e. a computer monitor. In one embodiment, the graphics processor 1406 may include a plurality of shader modules, a rasterization module, etc. Each of the foregoing modules may even be situated on a single semiconductor platform to form a graphics processing unit (GPU).
In the present description, a single semiconductor platform may refer to a sole unitary semiconductor-based integrated circuit or chip. It should be noted that the term single semiconductor platform may also refer to multi-chip modules with increased connectivity which simulate on-chip operation, and make substantial improvements over utilizing a conventional central processing unit (CPU) and bus implementation. Of course, the various modules may also be situated separately or in various combinations of semiconductor platforms per the desires of the user.
The system 1400 may also include a secondary storage 1410. The secondary storage 1410 includes, for example, a hard disk drive and/or a removable storage drive, representing a floppy disk drive, a magnetic tape drive, a compact disk drive, etc. The removable storage drive reads from and/or writes to a removable storage unit in a well known manner.
Computer programs, or computer control logic algorithms, may be stored in the main memory 1404 and/or the secondary storage 1410. Such computer programs, when executed, enable the system 1400 to perform various functions. Memory 1404, storage 1410 and/or any other storage are possible examples of computer-readable media.
In one embodiment, the architecture and/or functionality of the various previous figures may be implemented in the context of the host processor 1401, graphics processor 1406, an integrated circuit (not shown) that is capable of at least a portion of the capabilities of both the host processor 1401 and the graphics processor 1406, a chipset (i.e. a group of integrated circuits designed to work and sold as a unit for performing related functions, etc.), and/or any other integrated circuit for that matter.
Still yet, the architecture and/or functionality of the various previous figures may be implemented in the context of a general computer system, a circuit board system, a game console system dedicated for entertainment purposes, an application-specific system, and/or any other desired system. For example, the system 1400 may take the form of a desktop computer, lap-top computer, and/or any other type of logic. Still yet, the system 1400 may take the form of various other devices in including, but not limited to a personal digital assistant (PDA) device, a mobile phone device, a television, etc.
Further, while not shown, the system 1400 may be coupled to a network [e.g. a telecommunications network, local area network (LAN), wireless network, wide area network (WAN) such as the Internet, peer-to-peer network, cable network, etc.] for communication purposes.
While various embodiments have been described above, it should be understood that they have been presented by way of example only, and not limitation. Thus, the breadth and scope of a preferred embodiment should not be limited by any of the above-described exemplary embodiments, but should be defined only in accordance with the following claims and their equivalents.
The present application claims priority to U.S. Provisional Patent Application Ser. No. 61/709,085, filed Oct. 2, 2012 and entitled “GPU And Display Architecture To Minimize Gaming Latency,” which is incorporated herein by reference in its entirety.
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Number | Date | Country | |
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20140092150 A1 | Apr 2014 | US |
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61709085 | Oct 2012 | US |