A63F13/33

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.

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.

System, method and apparatus for collecting and utilizing big data for online gameplay

A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.

System, method and apparatus for collecting and utilizing big data for online gameplay

A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.

Methods, systems, and devices for identifying a portion of video content from a video game for a player or spectator

Aspects of the subject disclosure may include, for example, obtaining portions of video content from a video game from video game server(s) associated with a video game provider, selecting a first portion of video content from the portions of the video content, and providing the first portion to device(s) associated with viewer(s). Each device presents the first portion of the video content. Further embodiments include obtaining popularity information from the device(s) according to feedback based on presenting the first portion of the video content to the device(s), determining that the popularity information satisfies a popularity threshold associated with the video content, determining a subject matter corresponding to the first portion of the video content, and identifying a second portion of the video content from the video game to be recorded according to the subject matter. Other embodiments are disclosed.

GAME PROCESSING METHOD AND INFORMATION PROCESSING DEVICE

A game processing method that causes a computer to execute a game program includes displaying, with a touchscreen of the computer, a reference operation to a user, receiving, with the touchscreen, an input operation from a user, determining, with a processor of the computer, a matching degree between the input operation and the reference operation, outputting, from the processor to a memory of the computer, a level of the matching degree between the input operation and the reference operations based on the determination, counting, with the processor, the number of consecutive times that the level continuously exceeds a predetermined threshold level, and outputting, from the processor to the memory, information to award a bonus at a predetermined winning probability for an achieved number of consecutive times when the number of consecutive times reaches the achieved number of consecutive times.

ADAPTIVE OBJECT PLACEMENT IN COMPUTER-IMPLEMENTED GAMES
20170361232 · 2017-12-21 ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for an Alliance Engine. The Alliance Engine receives a selection, by a first player, of a first tile to be controlled by a first enforcer asset on behalf of the first player. The first tile provides access to a first type of in-game resource to the first player. The Alliance Engine detects the first tile is adjacent to a second tile. The second tile is controlled by a second enforcer asset on behalf of a second player. The first player and the second player belong to a player alliance. The second tile providing access to a second type of in-game resource to the second player. Based on the detected adjacency, the Alliance Engine transfers a portion of the first type of in-game resource of the first tile to the second player. The Alliance Engine transfers a portion of the second type of in-game resource of the second tile to the first player.

INTERACTIVE GAMEPLAY PLAYBACK SYSTEM

The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.

INTERACTIVE GAMEPLAY PLAYBACK SYSTEM

The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.

Spectator Management at View Locations in Virtual Reality Environments
20170354875 · 2017-12-14 ·

A method is provided, including the following method operations: providing a first view of a virtual environment to a first head-mounted display (HMD), the first view being defined from a first location in the virtual environment, and associated to a first virtual character having a first view direction towards a virtual object in the virtual environment; simultaneous with the providing the first view, providing a second view of the virtual environment to a second HMD, the second view being defined from the first location in the virtual environment, and associated to a second virtual character in the virtual environment; wherein providing the second view includes rendering the first virtual character in the second view, the rendering of the first virtual character in the second view being configured to present the first virtual character as having a second location in the virtual environment, the rendering of the first virtual character in the second view being further configured to present the first virtual character as having a second view direction that is adjusted relative to the first view direction so as to be towards the virtual object as shown in the second view.