A63F2300/534

Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
11601670 · 2023-03-07 · ·

Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.

RESOLUTION-BASED SCALING OF REAL-TIME INTERACTIVE GRAPHICS

An electronic game server receives a request from a client device to establish a real-time interactive gaming session, determines a device capability of an output device associated with the client device, determines a connection capability of the network connection, determines one or more target quality parameters for the real-time interactive gaming session based on the device capability and the connection capability, selects a first virtual machine of the plurality of virtual machines based on the one or more target quality parameters, establishes the real-time interactive gaming session with the client device, and provides to the real-time interactive gaming session, in accordance with the resource profile of the first virtual machine, resources for processing inputs from the client device and generating gameplay outputs in accordance with the processed inputs within the real-time interactive gaming session.

Game management method, game management system, and game management program for synchronizing game progress at a plurality of devices in different communication states
11628359 · 2023-04-18 · ·

A game management system that retrieves a delay time of each of a plurality of user devices playing a game; stores the delay times retrieved from each of the plurality of user devices; and transmits an instruction to synchronize game progress to each of the user devices, the instruction including an offset time determined based on a maximum value of the stored delay times.

Player profile management system

A player profile management system collects player data from various systems and generates and manages player profiles. A snapshot pipeline of the player profile management system generates a snapshot player profile associated with a player. The player profile management system receives, after generating the snapshot player profile associated with the player, player data associated with the player. An update pipeline of the player profile management system generates, based on the snapshot player profile and the player data associated with the player, an update player profile associated with the player.

Methods and Systems for Prioritized Replication of a Virtual World

An illustrative server system receives a request from a client device to join a virtual world managed by the server system. In response to receiving the request, the server system identifies an avatar location for an avatar that is to represent a user of the client device within the virtual world when the client device joins the virtual world. Based on the avatar location, the server system determines a first priority value for a first asset of the virtual world and a second priority value for a second asset of the virtual world. Based on the first and second priority values, the server system provides to the client device a prioritized replication of the virtual world in which the first asset is replicated in a prioritized manner that allows the user to experience the first asset before the second asset is replicated. Corresponding methods and systems are also disclosed.

BUFFER DRAIN RATE TUNING TO A MEASURED MAXIMUM RECEIVE BANDWIDTH MEASURED FOR A CLIENT DEVICE WHEN STREAMING
20230115947 · 2023-04-13 ·

A method for cloud gaming. The method including generating a plurality of video frames when executing a video game at a cloud gaming server. The method including encoding the plurality of video frames at an encoder bit rate, wherein the plurality of video frames that is compressed is transmitted to a client from a streamer of the cloud gaming server. The method including measuring a maximum receive bandwidth of a client. The method including monitoring the encoding of the plurality of video frames at the streamer. The method including dynamically tuning a parameter of the encoder based on the monitoring of the encoding.

Cloud game streaming with client side asset integration
11623141 · 2023-04-11 · ·

A method for streaming gameplay of a cloud video game is provided, including: executing the cloud video game to generate gameplay video; streaming the gameplay video over a network to a client device, the gameplay video being presented by the client device on a display; during the streaming of the gameplay video, transmitting one or more assets over the network to the client device, the assets being cached by the client device; wherein the cached assets are processed by the client device and utilized in the gameplay video before being presented on the display, wherein streaming the gameplay video includes identifying a given one of the cached assets that was transmitted over the network to the client device and identifying where in the gameplay video the given cached asset is to be utilized.

Scene aware video content encoding

Scene aware video content encoding techniques can determine if video content is a given content type and is one of one or more given titles that include one or more given scenes. The one or more given scenes of the video content of the given type and given one of the titles can be encoded using corresponding scenes specific encoding parameter values, and the non-given scenes can be encoded using one or more general encoding parameter values. The one or more given titles can be selected based on a rate of streaming of various video content titles of the given type.

DISPLAY APPARATUS AND OPERATING METHOD THEREOF

Provided are a display apparatus and an operating method thereof. The display apparatus includes a display, a reproducer configured to reproduce content, a memory storing one or more instructions, and a processor configured to execute the one or more instructions stored in the memory to: obtain a characteristic of content requested to be reproduced; obtain, as a first latency threshold serving as a reference value for a latency control operation, a first value based on the obtained characteristic of the content; measure latency of the content during reproduction of the content by the reproducer; determine whether the measured latency of the content is greater than the first value; and based on determining that the measured latency of the content is greater than the first value, control the reproducer to drop at least some of frames corresponding to the content.

Method of synchronizing online game, and server device
09849389 · 2017-12-26 · ·

The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.