CPC A63F 13/52 (2014.09) [G06T 1/20 (2013.01); G06T 1/60 (2013.01)] | 20 Claims |
1. A method, comprising:
executing a video game on a central processing unit (CPU) to generate a draw call for rendering an image frame;
binding a plurality of assets to the draw call at a bind time, wherein the plurality of assets includes asset aware data;
passing the asset aware data to an asset store controller, wherein the asset aware data includes at least one of a corresponding asset identifier (ID), a corresponding minimum level of detail (LOD), and a corresponding loading priority for each of the plurality of assets;
constructing a command buffer for executing the draw call by a graphics processing unit (GPU);
beginning at the bind time loading a plurality of minimum LOD for the plurality of assets to a system memory from an asset store, based on a plurality of loading priorities for the plurality of assets, when the plurality of assets is bound to the draw call at the bind time; and
executing the command buffer by the GPU using at least the plurality of minimum LOD for the plurality of assets.
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