A63F2300/409

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

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.

GAME EXECUTION ENVIRONMENTS
20210162301 · 2021-06-03 ·

Systems and methods are provided for cloud gaming. One system includes a plurality of computing resources in one or more data centers. The plurality of computing resources is configured to execute instances of games for client devices that are remote from the one or more data centers. Each instance for an executable game is associated with a processor, a graphics processing unit (GPU), and memory for storing video frames generated for the executable game. The video frames are compressed for video game streaming to one or more client devices. The executable game provides video and audio and receives input from said one or more client devices. The input is provided to control interactivity of the executable game during said video game streaming. The cloud gaming system uses said received input from said one or more client devices to drive instances of the executable game when executed by the computing resources of the one or more data centers.

METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING
20210113920 · 2021-04-22 ·

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Qualified video delivery methods

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. 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.

Game execution environments

Systems and methods are provided for cloud gaming. One system includes a plurality of computing resources in one or more data centers. The plurality of computing resources is configured to execute instances of games for client devices that are remote from the one or more data centers. Each instance for an executable game is associated with a processor, a graphics processing unit (GPU), and memory for storing video frames generated for the executable game. The video frames are compressed for video game streaming to one or more client devices. The executable game provides video and audio and receives input from said one or more client devices. The input is provided to control interactivity of the executable game during said video game streaming. The cloud gaming system uses said received input from said one or more client devices to drive instances of the executable game when executed by the computing resources of the one or more data centers.

Streamable compressed geometry for live broadcast
10974153 · 2021-04-13 · ·

A system and method for high-quality, three-dimensional live streaming of graphical content. Graphical geometry data generated through execution of multimedia software, e.g. a video game, is converted into a geometry streaming format that is independent of the operating system of the host system running the software. The converted data is broadcast over a network to one or more spectator systems, which are configured to execute the converted data to render locally the three-dimensional content. A spectator is therefore enabled to change a viewing angle within the three-dimensional content regardless of the viewing angle associated with the host system.

GAMING SYSTEM

Methods and systems for executing games are provided. One example method includes executing at a server of the gaming system a first game logic and a second game logic. The first game logic is for a first game stream to a first user and the second game logic is for a second game stream to a second user. The method includes providing a first virtual driver for the first game logic and a second virtual driver for the second game logic. The method includes executing a hardware graphical processing unit (GPU). The hardware GPU having a non-virtual driver that communicates with each of the first and second virtual drivers. The non-virtual driver is configured for receiving data associated with the first game and the second game using the first virtual driver and the second virtual driver, respectively. The hardware GPU is configured for rendering video frames for the first game and the second game. The method includes encoding the video frames for the first game and the second game using an encoder. The encoded video frames including the first and second game streams to devices of the first and second users connected to the gaming system over a network.

System for remote game access
10933314 · 2021-03-02 · ·

A system for allowing a user to remotely access a game includes: a game console; a remote console client configured to receive a game control signal; and a remote console server. The remote console server includes an audio and video encoder configured to receive an audio output and a video output from the game console and to convert the audio output and the video output to a network packet. The remote console server also includes: a game controller emulation unit and a network interface configured to send and receive the network packet. The game controller emulation unit is configured to receive a game controller signal from the game console and to send the game controller signal to the remote console client and to receive a game controller input from the remote console client and send the game controller input to the game console.