Patent classifications
A63F13/358
LATENCY-AWARE PLAYER INPUT FILTERING FOR PLAYER INTERACTIVE WINDOWS IN CLOUD GAMING
A remote, or cloud, gaming system includes a gaining server coupled to a client device and to a game controller via a network. The gaming server is configured to execute a video game application. Responsive to detecting instantiation of a player interactive window in a video stream generated in association with the video game application, the server is further configured to preventing one or more player inputs from the game controller that are received in a specified filter window following instantiation of the player interactive window from being interpreted by the video game application as player input that is reactive to the player interactive window.
DATA PROCESSING METHOD AND APPARATUS, AND STORAGE MEDIUM
A data processing method includes: obtaining a cloud gaming data obtaining request transmitted by a game client; starting a game process according to the cloud gaming data obtaining request in a cloud container corresponding to the game client; allocating, in the cloud container, a frame buffer for the game process; invoking, in response to the frame buffer being allocated, a graphics rendering library to obtain a graphics rendering instruction; accessing a physical rendering device associated with the frame buffer based on the graphics rendering instruction, and performing intra-container rendering on game data corresponding to the game process, to obtain rendered game data; and generating a composited game picture according to the rendered game data.
DATA PROCESSING METHOD AND APPARATUS, AND STORAGE MEDIUM
A data processing method includes: obtaining a cloud gaming data obtaining request transmitted by a game client; starting a game process according to the cloud gaming data obtaining request in a cloud container corresponding to the game client; allocating, in the cloud container, a frame buffer for the game process; invoking, in response to the frame buffer being allocated, a graphics rendering library to obtain a graphics rendering instruction; accessing a physical rendering device associated with the frame buffer based on the graphics rendering instruction, and performing intra-container rendering on game data corresponding to the game process, to obtain rendered game data; and generating a composited game picture according to the rendered game data.
VIDEO ENCODING AND DECODING FOR CLOUD GAMING
A video encoding method of a cloud game is provided. Network bandwidth information of a video playback terminal is determined. Decoding computing power information of the video playback terminal is determined. At least one encoding parameter of a video of the cloud game is dynamically adjusted based on (i) the network bandwidth information and (ii) the decoding computing power information. The network bandwidth information and the decoding computing power information indicate a playback environment of the video of the cloud game. The video of the cloud game is encoded based on the at least one encoding parameter.
Platform Agnostic Autoscaling Multiplayer Inter and Intra Server Communication Manager System and Method for AR, VR, Mixed Reality, and XR Connected Spaces
The present disclosure relates to augmented reality, virtual reality, mixed reality, and extended reality systems, and more specifically, to systems and methods for managing multiplayer communications seamlessly across platforms and distributed geographic locations.
Platform Agnostic Autoscaling Multiplayer Inter and Intra Server Communication Manager System and Method for AR, VR, Mixed Reality, and XR Connected Spaces
The present disclosure relates to augmented reality, virtual reality, mixed reality, and extended reality systems, and more specifically, to systems and methods for managing multiplayer communications seamlessly across platforms and distributed geographic locations.
Game server switching method, apparatus, and system
A game server switching method, applied to a game server switching system, is provided, the game server switching system including a load balancer, a network-layer access subsystem, a network-layer proxy subsystem, a game logic subsystem, and a role login management server. A communication connection is established between the network-layer access subsystem and the second game server based on the route switching request message. A write-back request is sent by the first game server to the role login management server. User role data are sent by the role login management server to the second game server based on the write-back request. In response to obtaining the user role data from the role login management server, the game data are sent by the second game server to the game client by using the network-layer proxy subsystem, the network-layer access subsystem, and the load balancer.
AUTOMATED FRAME PACING BASED ON GAMEPLAY STATE
A computing device may determine one or more characteristics of a gaming application executing at one or more processors of the computing device. The computing device may determine a gameplay state of the gaming application executing at the one or more processors based at least in part on the one or more characteristics. The computing device may adjust, based at least in part on the state of the gaming application, a target frame rate of image data outputted by the gaming application for display at a display device. The computing device may output, based at least in part on the adjusted target frame rate, the image data for display at the display device.
Apparatus and Process for Detecting, Identifying, and Estimating User Experience of Online Games
A computer-implemented process for estimating user experience of online gaining, including the step of monitoring the flow of network packets of an online game at a monitoring location between a client gaining device and a game server to generate estimates of at least one of latency and jitter in the flow of network packets of the online game as a measure of user experience of the online game.
Apparatus and Process for Detecting, Identifying, and Estimating User Experience of Online Games
A computer-implemented process for estimating user experience of online gaining, including the step of monitoring the flow of network packets of an online game at a monitoring location between a client gaining device and a game server to generate estimates of at least one of latency and jitter in the flow of network packets of the online game as a measure of user experience of the online game.