Patent classifications
A63F13/32
Providing virtual items based on location-based actions
A method of providing virtual items based on location-based action is disclosed. An indication is received of a performance of a location-based action by a player of a computer-implemented game. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game. The virtual item may be usable within the computer-implemented game.
Split hierarchy graphics processing system
A split hierarchy graphics processor system including a master node executing a virtual reality (VR) application responsive to input from a client device received over a network to generate primitives for in a VR environment. The graphics processor system including render nodes performing rendering based on the primitives for views into the VR environment taken from a location in the VR environment, the views corresponding to a grid map of the VR environment. Each of the render nodes renders, encodes and streams a corresponding sequence of frames of a corresponding view to the client device. The processor system including an asset library storing input geometries for the objects used for building the VR environment, wherein the objects in the asset library are accessible by the master node and the render nodes.
Split hierarchy graphics processing system
A split hierarchy graphics processor system including a master node executing a virtual reality (VR) application responsive to input from a client device received over a network to generate primitives for in a VR environment. The graphics processor system including render nodes performing rendering based on the primitives for views into the VR environment taken from a location in the VR environment, the views corresponding to a grid map of the VR environment. Each of the render nodes renders, encodes and streams a corresponding sequence of frames of a corresponding view to the client device. The processor system including an asset library storing input geometries for the objects used for building the VR environment, wherein the objects in the asset library are accessible by the master node and the render nodes.
Experimentation and optimization service
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
Experimentation and optimization service
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device.
Systems and methods for providing user information to game console
Gamer friend devices can be detected by a gaming console and the gaming console user can be prompted to add the friend devices to a friend list, which automatically logs the friends on to the console without requiring them to manually log in. The gaming console may also be automatically configured with profile information of the friends.
Statistical driven tournaments
The subject disclosure relates to systems and methods for ranking video game players based on performance statistics recorded during game-play. In some aspects, a process of the subject technology can include operations for receiving a first set of game-play attributes including two or more game-play statistics for measuring a first player's performance relative to a first game and a second game, receiving a second set of game-play attributes including two or more game-play statistics for measuring a second player's performance relative to the first game and the second game, and automatically ranking the first player and the second player based on the first set of game-play attributes and the second set of game-play attributes. Systems and computer-readable media are also provided.
Statistical driven tournaments
The subject disclosure relates to systems and methods for ranking video game players based on performance statistics recorded during game-play. In some aspects, a process of the subject technology can include operations for receiving a first set of game-play attributes including two or more game-play statistics for measuring a first player's performance relative to a first game and a second game, receiving a second set of game-play attributes including two or more game-play statistics for measuring a second player's performance relative to the first game and the second game, and automatically ranking the first player and the second player based on the first set of game-play attributes and the second set of game-play attributes. Systems and computer-readable media are also provided.
Scalable interactive video systems and methods
Present embodiments are directed to a distributed control system of an interactive video system. The distributed control system includes a switched fabric network, which includes an input node implemented to collect scanning data for a participant. The switched fabric network also includes a set of processing nodes implemented to generate a virtual representation for the participant based at least in part on the scanning data for the participant. Further, the switched fabric network includes an output node, which includes an output device implemented to present the virtual representation of the participant in a virtual environment.
Video game overlay
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.