This is not a new patent. It was filed back in 2022, and the status is still pending. And, the article doesn't fully explain the concept behind this technique.
It's not just only about how to reduce the GPU 's VRAM usage directly though. VRAM usage is not directly mentioned as well.
Don't get me wrong. In fact, if you read the patent carefully, it states, that MS plans to leverage storage or NVMe drives to reduce VRAM usage for ray tracing in games, or involve alternative methods of managing the data pool storage.
They seem to more like focusing on the need for new methods of storing the different types of data needed for ray tracing. It's a bit more complicated though.
One solution is to create more manageable data pools that could be controlled by software to point to these "LOD" pools. It also states that Geometry pools could be loaded from bulk storage into host memory as set up via a command list by the GPU for ray tracing processing.
These can be saved either within the memory or storage devices such as SSDs which offer the fastest processing speeds outside of non-persistent storage options. As per MS, ray tracing & its associated
acceleration structures are edited/regenerated by software, so due to this they are competing for storage solutions for faster data transfer and detail processing.
One more thing to note.
The patent also states that the systems and methods described help
minimize the
space required for ray tracing acceleration structures. Accordingly, there is a need for systems and methods for better handling of the data associated with the
acceleration structures.
So it appears that MS could be leveraging faster storage medium to limit VRAM usage when it comes to Ray tracing to some extent as well.
Via the google patent:
"Increasingly, as part of video games and other such applications, the acceleration structures for ray tracing are explicitly edited or regenerated by the software to reflect the current set of potentially visible geometry. Such acceleration structures are now competing for storage (both persistent (e.g., flash memory) and non-persistent (e.g., RAM)) with other data, such as geometry and texture data.”
"This growth in the share of the memory by the acceleration structures has resulted in systems with significantly large memory requirements. Moreover, the bandwidth required to fetch the large amount of data for acceleration structures has also proportionally gotten bigger.”
Also taken from the same patent:
"FIG. 1 shows a diagram of a system environment 100 including a central processing unit (CPU) 102 and a graphics processing unit (GPU) 104 with ray tracing acceleration structure level of detail processing in accordance with one example. System environment 100 may further include memory 106, presentation component(s) 108, application engine 110, graphics libraries 112, networking interfaces 114, and I/O port(s) 116, which may be interconnected via one or more busses (e.g., bus 120) to each other and to CPU 102 and GPU 104. CPU 102 may execute instructions stored in memory 106.
"Memory 106 may be any combination of non-volatile storage or volatile storage (e.g., flash memory, DRAM, SRAM, or other types of memories). GPU 104 may read/write to memory 106 either directly or via a direct memory access (DMA) process.”