A63F13/49

Systems and methods for providing multi-part persistent content
11607615 · 2023-03-21 · ·

The systems and methods discussed herein enable providing multi-part persistent content that may maintain a state across multiple presentations, including via different applications. In one such implementation, a first portion of a content item, such as a first level of a video game, may be provided to a client device, and the client device may interact with the game. An identification of a state of the game or completion of the first portion may be provided to a content server, which may store an association of the device or user with the execution state. At a subsequent time, a second portion of the content item, such as a second level of the game, may be provided to the client device, based on the stored association. This can prevent the repetitive transmission of the same content, thereby reducing use of computational and bandwidth resources.

IMAGE PROCESSING APPARATUS AND SERVER
20230128106 · 2023-04-27 · ·

A client terminal includes a data acquiring section, a super-resolution processing section 48, and a display control section. The data acquiring section of the client terminal acquires video data in units of partial image which is smaller than one frame. The super-resolution processing section 48 -of the client terminal executes a super-resolution process in units of partial image acquired by the data acquiring section. The display control section of the client terminal sequentially outputs, to a display panel, partial images having undergone the super-resolution process at the super-resolution processing section.

SPECTATOR SYSTEM IN ONLINE GAMES

A spectator system may provide for spectating in online gaming. The spectator system may receive, at a spectator server, game state data from a game simulation server hosting an online game for one or more players, generate one or more spectator game state data corresponding to one or more spectator devices and output the one or more spectator game state data to the spectator devices. The spectator server may further output the game state data to another spectator server.

VIDEO RECORDING SYSTEM AND METHOD

A method of recording a seamless customised video recording of a video game, the method comprising the steps of: video recording a first run-through of at least a part of the video game; saving a saved-game state of a first game state of the video game, the saved-game state enabling a game state of the video game to be reset to the saved-game state that is at least visually identical to the first game state; detecting, in response to the saving of the saved-game state, a time within the video recording of the first run-through corresponding to the time the saved-game state is saved; video recording, when the game state is reset to the saved-game state, another run-through from the saved-game state; and editing the video recording of the first run-through by replacing some or all the video recording of the first run-through recorded from the detected time with the video recording of the other run-through when the other run-through meets a predetermined preference criterion.

VIDEO RECORDING SYSTEM AND METHOD

A method of recording a seamless customised video recording of a video game, the method comprising the steps of: video recording a first run-through of at least a part of the video game; saving a saved-game state of a first game state of the video game, the saved-game state enabling a game state of the video game to be reset to the saved-game state that is at least visually identical to the first game state; detecting, in response to the saving of the saved-game state, a time within the video recording of the first run-through corresponding to the time the saved-game state is saved; video recording, when the game state is reset to the saved-game state, another run-through from the saved-game state; and editing the video recording of the first run-through by replacing some or all the video recording of the first run-through recorded from the detected time with the video recording of the other run-through when the other run-through meets a predetermined preference criterion.

High-speed save data storage for cloud gaming

A video game is executed on a cloud gaming server for play by a user. User data for the user is stored in a cloud storage server. A data access request issued by the video game is received by a management server. The data access request identifies requested user data stored in the cloud storage server. The requested user data is copied from a lower performance data storage device within the cloud storage server into a high-speed data storage device within the management server. The high-speed data storage device operates at a higher data rate and a lower latency than the data storage device within the cloud storage server. The high-speed data storage device in the management server is used to fulfill the data access request by the video game instead of using the lower performance data storage device in the cloud storage server to fulfill the data access request.

Game moment implementation system and method of use thereof

A method for implementing a moment of a videogame for playing a portion of a videogame; it includes receiving user selection input of a moment of a particular videogame associated with starting at a particular progress point of the particular videogame; causing an emulation to start of the particular videogame for streaming on the computer of the user; performing image analysis of the image stream to generate metadata on progress of the particular game by the user; determining if one or more end conditions of the moment is met through analysis of the metadata; and causing the emulation to end, resulting in an end of the streaming of the particular game on the computer of the user, if the one or more end conditions is met.

Systems and methods for low-latency initialization of streaming applications

The disclosed computer-implemented method may include identifying a video game configured to be available to stream from a server within a cloud gaming environment; pre-loading an instance of the video game on the server before receiving a request by a user to stream the video game to a client system; receiving the request by the user to stream the video game; and allocating the pre-loaded instance of the video game to the user for streaming to the client system in response to receiving the request by the user to stream the video game, thereby reducing a latency between the user submitting the request and the video game being ready for the user to stream. Various other methods, systems, and computer-readable media are also disclosed.

Systems and methods for low-latency initialization of streaming applications

The disclosed computer-implemented method may include identifying a video game configured to be available to stream from a server within a cloud gaming environment; pre-loading an instance of the video game on the server before receiving a request by a user to stream the video game to a client system; receiving the request by the user to stream the video game; and allocating the pre-loaded instance of the video game to the user for streaming to the client system in response to receiving the request by the user to stream the video game, thereby reducing a latency between the user submitting the request and the video game being ready for the user to stream. Various other methods, systems, and computer-readable media are also disclosed.

METHOD OF RECORDING AND REPLAYING GAME VIDEO BY OBJECT STATE RECORDING
20170368458 · 2017-12-28 · ·

Provided are a method of recording and replaying a game video by using an object state recording method, in which recording and replaying of the game video may be performed by remarkably reducing a data capacity of the game video.

According to the method of recording and replaying a game video by using an object state recording method, a game play video having a small data capacity may be provided at a high image quality.

In addition, according to the method of recording and replaying a game video by using an object state recording method, a calculation load of a game play terminal may be remarkably reduced by recording a game video based on the latest game development environment.