Patent classifications
A63F2300/402
Methods for streaming online games using cloud servers and shared compression
A system and method are described for an online game service. One method includes receiving a request from a client device interacting with a game application. The request is received by a server of the online game service. Then, receiving a control signal from the client device in response to an input made when interacting with the game application. The control signal is transmitted over a communication channel between the client device and the server. Executing a game associated with the game application by the server to generate a video stream comprising a sequence of images. Compressing the sequence of images of the application in accordance with a compression process to generate a compressed sequence of images using a compression resource used by said server and at least one other server of said online game service. The compression resource includes compression hardware or hardware running software that handles the compression of sequences of images for each of the servers executing games for the online game service. A state of each compressing operation processed for each of the servers is stored to enable the compression resource to take input from at least two of the servers and switch context of taking said input from among the two or more servers as the compression resource cycles taking input from among said respective two or more servers. And, sending respective compressed sequences of images to the client device or other client devices using the online game service via outbound routing that processes output of said compression resource.
SELECTING COMPRESSION FORMATTING BASED ON LATENCY WHEN TRANSITIONING BETWEEN VIDEO STREAMS OF STREAMING INTERACTIVE VIDEO SERVERS
A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity.
Hosting and broadcasting virtual events using streaming interactive video
Methods for hosting and operating a service and systems are provided. One method includes executing one or more video games on one or more servers of a hosting service. The one or more video games are played or used by one or more users on one or more client devices remote to the hosting service via compressed streaming interactive video. The compressed streaming interactive video is sent to the one or more client devices where decompression of the compressed streaming interactive video is preformed to display video of each of said one or more video games and said one or more servers are configured to receive user control input to driver interactivity with said one or more video games. The method includes broadcasting the one or more video games as one or more streams of real-time compressed digital video to enable one or more viewing client devices to view play of said one or more video games over the Internet. Each of the one or more viewing client devices receives one or more of the streams of real-time compressed digital video. The method includes overlaying with the streams of real-time compressed digital video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more video games. And, adjusting a compression rate for said broadcasting to each of said viewing client devices based on a respective connection performance each of said viewing client devices has with respect to said one or more servers of the hosting service.
Method for user session transitioning among streaming interactive video servers
A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity. A compression technique utilized includes executing a video game on a game server to generate a stream of uncompressed streaming interactive video for a first player participating in a multiplayer session of the video game; receiving input commands at the game server over a network, wherein the input commands provide instructions for executing the video game in association with the first player and are generated from an input device of the first player; and compressing video frames associated with the execution of the video game at the first game server using tiles, wherein one tile from each video frame is encoded as an I tile, and remaining tiles in the corresponding video frame are encoded as P tiles.
Methods for providing access to recordings of game play and generation of custom camera views of the game play
A computer-implemented method is provided. The method includes executing a game application on one or more servers of a data center. The game application is for a game and the game is played by a first user of a first client device remote to the data center. The one or more servers interfaced with one or more encoders for compressing interactive video from the game application responsive to input from the first client device and streaming of the interactive video in a compressed format to the first client device for decompression and rendering to a display of the first client device. The method includes storing, at the data center, a recording of at least part of the game played by the first user using the first client device. The method includes storing, at the data center, state data for at least part of the game played by the first user using the first client device. The method includes generating a replay of the recording responsive to input from a second user device. The replay is generated with a different camera view from a camera view in the recording. The replay is executed using as input the state data.
METHOD OF SYNCHRONIZING ONLINE GAME, AND SERVER DEVICE
The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.
METHOD, NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING DEVICE
A method executed by an information processing system includes retrieving, from a first terminal device, log data related to a gameplay of a game progressed on the first terminal device based on an input operation from a user. The method includes creating, based on the log data, a video that replays the gameplay of the game progressed on the first terminal device. The method includes generating metadata based on at least one of gameplay information related to the gameplay of the game progressed on the first terminal device or operation information indicative of the input operation from the user performed on an input interface of the first terminal device by the user in the game. The method includes associating the metadata with the video. The method further includes outputting the video and the associated metadata.
Video compression system and method for reducing the effects of packet loss over a communication channel
Methods for hosting low-latency streaming interactive audio/video (A/V) include executing one or more video games or applications on a server communicatively coupled to a data network. Packet streams are received from a plurality of users and routed to the one or more video games. The packet streams include user control input that are used to compute A/V data in response. The A/V data are received from the video games or applications. Portions of the A/V data are compressed in parallel using processing units resulting in low-latency streaming compressed A/V data. The low-latency streaming compressed A/V data are routed to each of the users over a corresponding data network communication channel. The executing of video games, receiving of packet streams and A/V data, compressing portions of the A/V data and routing the compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game is responding instantly.
System for streaming databases serving real-time applications used through streaming interactive video
An apparatus includes one or more servers of a hosting service center operable to execute video game for one or more users remotely located from the hosting service center. The execution of the video game on the one or more servers produces uncompressed video of 3D animation. The one or more servers are operable to integrate live video with the video game such that the live video appears within the uncompressed video of 3D animation. The live video is received at a hosting service center from one or more client devices correspondingly associated with the one or more users. The uncompressed video 3D animation is generated, at least partially, using data streamed from a high-speed storage unit of the hosting service center coupled to the one or more servers. The high-speed storage unit is configured to load geometry for efficient loading and rendering of objects of the 3D animations. A compression unit compresses the uncompressed video 3D animation integrated with the live video, and compressed streaming interactive video being produced therefrom. An outbound routing network device coupled to the compression unit that transmits the compressed streaming interactive video over a packetized network to the one or more users.
Information Processing System, Information Processing Apparatus, Computer-Readable Storage Medium Having Stored Therein Information Processing Program, and Information Processing Method
A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.