A63F2300/407

METHOD, APPARATUS, AND TERMINAL FOR TRANSMITTING MESSAGE IN MULTIPLAYER ONLINE BATTLE PROGRAM, AND MEDIUM

A method, apparatus, and terminal for transmitting a message in a multiplayer game, and a medium are provided, belonging to the field of human-machine interaction. The method includes: displaying a first user interface of the multiplayer game, the multiplayer game providing a virtual environment for at least two teams of virtual characters to conduct an online battle; displaying a warning transmitting control in a predetermined region on the first user interface in response to that an event associated with a virtual character in the virtual environment satisfies a warning condition, the warning transmitting control being configured to transmit a warning message corresponding to the event; and transmitting the warning message to a second terminal in response to a transmitting operation on the warning message, the first account and the second account having a teammate relationship.

Reconfiguring reality using a reality overlay device

Virtual entities are displayed alongside real world entities in a wearable reality overlay device worn by the user. Information related to an environment proximate to the wearable device is determined. For example, a position of the wearable device may be determined, a camera may capture an image of the environment, etc. Virtual entity image information representative of an entity desired to be virtually displayed is processed based on the determined information. An image of the entity is generated based on the processed image information as a non-transparent region of a lens of the wearable device, enabling the entity to appear to be present in the environment to the user. The image of the entity may conceal a real world entity that would otherwise be visible to the user through the wearable device. Other real world entities may be visible to the user through the wearable device.

TOKEN MANAGEMENT SYSTEM FOR USE IN IMMERSIVE INTERACTIVE SPORTS ENVIRONMENTS
20220401842 · 2022-12-22 ·

A system and method for managing tokens used in an interactive sports management system enabling remote participation in decisions affecting activity in a sporting event. The interactive system includes a server platform in communication with a blockchain processing network in which are recorded player tokens corresponding to the players. The tokens are respectively implemented by player smart contracts instantiated within the blockchain processing network and executed by a blockchain virtual machine. Results information relating to performances of the players is received by the server platform and stored within a database. A value factor corresponding to an achievement occurrence within the results information associated with a first player is provided to a first player smart contract implementing a first player token associated with the first player. The first player smart contract updates a value of the first player token within the blockchain processing network based upon the first value factor.

VIRTUAL SCENE INTERACTION METHOD AND APPARATUS, DEVICE, AND STORAGE MEDIUM
20220370901 · 2022-11-24 ·

A virtual scene interaction method is disclosed, including displaying a viewing page of a target cloud video, a play screen of a virtual scene being displayed in the target cloud video, the viewing page comprising N interaction triggering marks, an i.sup.th interaction triggering mark of the N interaction triggering marks being used for linking to an interaction progress point in the virtual scene, both i and N being positive integers, and i≤N; and displaying, when the i.sup.th interaction triggering mark is selected, a control page for the virtual scene starting from the interaction progress point linked by the i.sup.th interaction triggering mark.

Management of streaming video data
11583764 · 2023-02-21 · ·

User action data characterizing action by a player in a game environment executing at a user client is received at a server. The game environment is created by the user client separate from the server. Data characterizing a selected viewing position is received. The selected viewing position is different than a player viewing position. The selected viewing position characterizes a viewing location within the game environment. A recreated game environment is generated from the user action data at the server. A video stream of the recreated game environment is generated. The video stream includes video from a perspective of the selected viewing position. The video stream is transmitted to a viewing client. Related apparatus, systems, articles, and techniques are also described.

Cross-region management of game server fleets

A multi-region game server fleet may span a plurality of computing regions including a home computing region and one or more remote computing regions. A fleet management service operating in the home computing region may receive a request to perform a modification to the multi-region game server fleet, such as adding an additional remote computing region, removing an existing remote computing region, or making a configuration change. The modification may be performed, at least in part, by one or more region specific worker processes hosted in the home region. The fleet management service operating in the home computing region may also receive a request to perform an interaction with a specific remote region game server. An instruction corresponding to the interaction may be transmitted, by a region-specific computing function hosted in the home region, to the specific remote region game server.

METHOD OF CREATING RANKING, A SYSTEM FOR CREATING RANKING AND A RANKING
20220339545 · 2022-10-27 · ·

A method of creating ranking, especially a ranking of players or teams in esport gameplay, on the basis of historical data, with the use of neural networks, including: neural network learning on the basis of historical data, and particularly data on the parameters of esport gameplays and the results of these gameplays; creating ranking of players or teams through a neural network on the basis of current data, and particularly data on the parameters of esport gameplays and the results of these gameplays; and possible forecasting by a neural network the result of the future game between given players or teams. The embodiments also include the system for implementation of this method and a ranking created by the use of this method.

System and method for improving the graphics performance of hosted applications

One or more hardware components identify a bottleneck stage within a processor pipeline that processes frames of a video stream. The bottleneck stage has a first clock. An upstream stage receives a feedback signal from the bottleneck stage. The upstream stage has a second clock and the feedback signal includes information as to time required by the bottleneck stage to operate on data and information as to time the data spent queued. The upstream stage adjusts the speed at which the upstream stage operates and queues data to approximate the speed at which the bottleneck stage is operating and queuing data.

System, method and handheld controller for multi-player gaming

Embodiments of the invention relate to systems and methods for multi-player gaming. Some embodiments relate to systems having an improved communications infrastructure and improved handheld game controllers, while other embodiments relate to improvements in handling large numbers of players in the multi-player game when played in a game arena with a single large display screen showing the multi-player game images. In one particular embodiment, a system is provided that has a game server controlling a display system to display the multi-player game on the large screen and a plurality of game controllers. Each game controller has a secondary display means for providing a secondary game display and input means for receiving player input. The system further comprises communication means for enabling communication between the game server and each of the plurality of game controllers. The plurality of game controllers are located in proximity to the large display screen such that it is visible to game players manipulating the game controllers while playing the multi-player game.

Systems and Method for Modem Power Aware Extended Reality (XR) and Gaming Software Applications

Methods and systems for providing software applications on a client device with dynamic control over low-latency mode (LLM) operations of the client device. The client device may monitor downlink data packets of a client software application operating on the client device to detect trigger events. The client device may determine operating parameters of the modem based on a detected trigger event and dynamically adjust the low-latency mode of the modem based on the detect trigger event or the determined operating parameters.