Patent classifications
A63F13/358
UPDATED DRIVER PARAMETERS DETERMINED BY TELEMETRY DATA
A computing system is provided. The computing system includes a server having one or more processors configured to receive from a user computing device run-time telemetry data, the run-time telemetry data being recorded during execution of a target program of a plurality of programs by the user computing device and being indicative of communication between the user computing device and a user input device. The one or more processors are further configured to determine a performance metric based on the run-time telemetry data, determine an updated driver parameter for the target program based on the determined performance metric, send the updated driver parameter to the user computing device, and apply the updated driver parameter for use during a subsequent execution of the target program.
Systems and methods for distributing the generation of nonplayer characters across networked end user devices for use in simulated NPC gameplay sessions
A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.
Systems and methods for distributing the generation of nonplayer characters across networked end user devices for use in simulated NPC gameplay sessions
A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.
IMAGE PROCESSING METHOD AND APPARATUS, SERVER, AND MEDIUM
Embodiments of this application disclose an image processing method and apparatus, a server, and a medium. The method is performed by a server, and includes obtaining, when running a target cloud game, feedback data transmitted by a target game client, the feedback data reflecting a frame rate need of the target game client; determining an encoding frame rate according to the feedback data; performing image encoding on a game screen of the target cloud game according to the encoding frame rate to obtain encoded data; and transmitting the encoded data to the target game client.
DATA PLAY METHOD AND TERMINAL
A data play method is provided. In response to an access operation on a virtual space, a terminal acquires a plurality of pieces of first interaction data issued in the virtual space by a plurality of first user accounts and a first matching degree corresponding to each piece of the first interaction data, and simultaneously plays at least two pieces of second interaction data among the plurality of pieces of first interaction data on a playing interface of the virtual space based on the first matching degrees corresponding to the plurality of pieces of first interaction data, such that play manners of the second interaction data having different first matching degrees are different.
DATA PLAY METHOD AND TERMINAL
A data play method is provided. In response to an access operation on a virtual space, a terminal acquires a plurality of pieces of first interaction data issued in the virtual space by a plurality of first user accounts and a first matching degree corresponding to each piece of the first interaction data, and simultaneously plays at least two pieces of second interaction data among the plurality of pieces of first interaction data on a playing interface of the virtual space based on the first matching degrees corresponding to the plurality of pieces of first interaction data, such that play manners of the second interaction data having different first matching degrees are different.
SYSTEMS AND METHODS FOR EMULATION OF USER INPUT DURING A PLAY OF A LEGACY GAME
A method for emulation of user input during a play of a legacy game is described. The method includes receiving a user input from the updated hand-held controller and parsing the user input to identify an updated input device of the updated hand-held controller. The method further includes determining, based on the identity of the updated input device, an identity of a legacy input device of a legacy hand-held controller. The method includes determining whether one or more blocks of code for servicing a functionality of the legacy input device of the legacy hand-held controller are cached, and accessing one or more instructions of a legacy game code of the legacy game upon determining that the one or more blocks of code are not cached. The method includes compiling the one or more blocks of code from the one or more instructions of the legacy game code.
SYSTEMS AND METHODS FOR EMULATION OF USER INPUT DURING A PLAY OF A LEGACY GAME
A method for emulation of user input during a play of a legacy game is described. The method includes receiving a user input from the updated hand-held controller and parsing the user input to identify an updated input device of the updated hand-held controller. The method further includes determining, based on the identity of the updated input device, an identity of a legacy input device of a legacy hand-held controller. The method includes determining whether one or more blocks of code for servicing a functionality of the legacy input device of the legacy hand-held controller are cached, and accessing one or more instructions of a legacy game code of the legacy game upon determining that the one or more blocks of code are not cached. The method includes compiling the one or more blocks of code from the one or more instructions of the legacy game code.
Predictive data preloading
Methods, systems, and computer readable media for predictive preloading of game data are described. In some implementations, a method can include using a machine learning model of player data to predict which games (or game-related data assets) to begin preloading prior to a user making a game selection. Once the user makes a selection, any preloading not related to the selection can be terminated. Thus, during the time period when the user is viewing available game selections, a given number of selections can begin to be preloaded based on predictions from the machine learning model. The preloading can help reduce latency from game selection by the user to game start time.
Predictive data preloading
Methods, systems, and computer readable media for predictive preloading of game data are described. In some implementations, a method can include using a machine learning model of player data to predict which games (or game-related data assets) to begin preloading prior to a user making a game selection. Once the user makes a selection, any preloading not related to the selection can be terminated. Thus, during the time period when the user is viewing available game selections, a given number of selections can begin to be preloaded based on predictions from the machine learning model. The preloading can help reduce latency from game selection by the user to game start time.