Patent classifications
A63F2300/51
Streaming video game statistics
A video game client on a client device may, for example, be operated by a broadcasting game player, and the client device may capture video generated by a video game client and transmit (e.g., stream) the video to one or more spectators. The video game client may include a local server component, such as a hypertext transfer protocol (HTTP) server, which executes locally at the client device. The local server component may be employed to provide statistical information from the video game to a local client component, such as a web interface. The statistical information provided by the local server component may be included in one or more visual display items that are generated by the client device. The visual display items may be included in the video that is captured and transmitted by the client device, thereby potentially providing live streaming statistical information to spectators of the video game.
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.
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. Memory is used 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 is associated with video, audio and input channels for said one or more client devices to control interactivity of operation of the executable game during said video game streaming. The cloud gaming system implements at least one channel driver to facilitate I/O processing for the one or more client devices when executed by the computing resources of the one or more data centers.
Management of streaming video data
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.
Methods Implementing Doorbell Register/File Identification Table with High-Speed Data Communication Fabric for Cloud Gaming Data Storage and Retrieval
A method is disclosed for requesting data in a cloud gaming system that includes a cloud storage system and a cloud compute system, each of which has a respective peripheral component interconnect express (PCIe) interface and a respective computer memory. The cloud gaming system includes a PCIe switch connected to both the PCIe interface of the cloud storage system and the PCIe interface of the cloud compute system. The PCIe switch exposes a doorbell register that is monitored by the cloud storage system. The cloud compute system writes to the doorbell register, which causes an interrupt to fire on the cloud storage system. The cloud storage system handles the interrupt, which directs the cloud storage system to read a message from a specified computer memory location. The message directs the cloud storage system to read requested data from a storage device accessible by the cloud storage system.
Systems Implementing High-Speed Data Communication Fabric for Cloud Gaming Data Storage and Retrieval
A cloud gaming system includes a cloud storage system and a cloud compute system connected together through a PCIe switch and PCIe fabric. The PCIe switch is configured to map resources within the cloud storage system to a memory map of the cloud compute system. The PCIe switch is configured to map resources within the cloud compute system to a memory map of the cloud storage system. The PCIe fabric enables transfer of a data input/output command buffer generated by the cloud compute system to the cloud storage system by either a direct write or a direct read between the cloud compute system and the cloud storage system. The PCIe fabric enables transfer of data between the cloud storage system and the cloud compute system, as indicated by the command buffer, by either a direct write or a direct read between the cloud compute system and the cloud storage system.
Methods for Using High-Speed Data Communication Fabric to Enable Cross-System Command Buffer Reading for Data Retrieval in Cloud Gaming
A cloud gaming system includes a storage system and a compute system connected through a PCIe fabric. The compute system generates a command buffer for a read operation, writes the command buffer to compute system memory, and notifies the storage system about the command buffer. The storage system reads the command buffer in the compute system memory and processes the command buffer to read requested data. In one embodiment, the storage system writes the requested data in the compute system memory and notifies the compute system about the requested data in the compute system memory, and the compute system reads the requested data from its memory. In another embodiment, the storage system writes the requested data in the storage system memory and notifies the compute system about the requested data in the storage system memory, and the compute system reads the requested data from the storage system memory.
Methods for Using High-Speed Data Communication Fabric to Enable Cross-System Command Buffer Writing for Data Retrieval in Cloud Gaming
A cloud gaming system includes a storage system and a compute system connected through a PCIe fabric. The compute system generates a command buffer for a read operation, writes the command buffer to storage system memory, and notifies the storage system about the command buffer. The storage system reads the command buffer in its memory and processes the command buffer to read requested data. In one embodiment, the storage system writes the requested data in the storage system memory and notifies the compute system about the requested data in the storage system memory, and the compute system reads the requested data from the storage system memory. In another embodiment, the storage system writes the requested data in the compute system memory and notifies the compute system about the requested data in the compute system memory, and the compute system reads the requested data from the compute system memory.
MESSAGING FOR EVENT LIVE-STREAM
A messaging system for a live event is described. A processing device presents a live event having at least one participant. The processing device presents one or more participant messages within a messaging user interface associated with the event. The processing device also presents one or more viewer messages within the messaging user interface. The viewer messages are integrated with the participant messages.
SYSTEM AND METHOD TO OPERATE 3D APPLICATIONS THROUGH POSITIONAL VIRTUALIZATION TECHNOLOGY
A system and method to operate applications through positional virtualization technology. The system comprises a server including at least one processor and memory storing a persistent virtual world system comprising a data structure in which at least one virtual replica of at least one corresponding real object is represented, and at least one application run and hosted on at least one virtual machine virtually positioned in a location of the persistent virtual world system. Provisioning of the virtual machines is managed by a virtual machine management system stored in the memory of the server. One or more user devices connected to the servers via a network are configured to access and execute the applications hosted on the virtual machines of the at least one server and to receive resources thereof based on application requirements.