A63F2300/534

SERVER-SIDE GAMING METHOD AND SYSTEM FOR THE DELIVERY OF REMOTELY-RENDERED CONTENT COMPRISING IMPRESSION CONTENT
20230293985 · 2023-09-21 ·

A server-side gaming method performed by a framework for delivering remotely-rendered content. The framework comprises a provisioning server for generating impression content, a remote server for generating frames of the remotely-rendered content comprising gaming content and the impression content; and an API for sending and receiving. The method comprises requesting from the provisioning server, a media asset associated with the impression content; and storing the media asset in storage of the remote server. On receipt of a request from the first user device, generating, a first instance of remotely-rendered content, where the impression content comprises the stored media asset. On receipt of a request from the second user device. generating a second, different, instance of remotely-rendered content, where the impression content comprises the stored media asset. Transmitting, to the first user device, the first instance and transmitting to the second user device, the second instance.

CLOUD GAME STREAMING WITH CLIENT SIDE ASSET INTEGRATION
20210362051 · 2021-11-25 ·

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.

Save game load time reduction for cloud gaming

A cloud gaming system is disclosed. One example includes a game server that is configured to execute video games. The game server provides an interface for a remote client device to interface with the game server and request that games be played by streaming video frames to the remote client device. The game server is located in a first data center. A storage server connected to the game server over a network connection in the first data center. A save data server located in a second data center. Data selection logic of the game server is configured to retrieve save data from the save data server and cache the save data to a save data disk of the game server. The data selection logic is configured to automatically retrieve the save data from the second data center to the first data center upon detecting a session initiation for a user account used via the remote client device. The save data including a current state of game play that represents activity performed during play of a game. The save data is used to render the current state of game play after game logic of the game is loaded for the session initiation.

METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING
20210354034 · 2021-11-18 ·

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.

REDUCING LATENCY IN CLOUD GAMING APPLICATIONS BY OVERLAPPING RECEPTION AND DECODING OF VIDEO FRAMES AND THEIR DISPLAY
20210354031 · 2021-11-18 ·

A method of cloud gaming is disclosed. The method including receiving an encoded video frame at a client, wherein a server executes an application to generate a rendered video frame which is then encoded at an encoder at the server as the encoded video frame, wherein the encoded video frame includes one or more encoded slices that are compressed. The method including decoding the one or more encoded slices at a decoder of the client to generate one or more decoded slices. The method including rendering the one or more decoded slices for display at the client. The method including begin displaying the one or more decoded slices that are rendered before fully receiving the one or more encoded slices at the client.

GAME QUALITY-CENTRIC MATCHMAKING FOR ONLINE GAMING

A system and method optimizes game quality by matching players for an online game to one of several virtual games. This matching process may involve filtering the players who wish to play according to various constraint minimizing criteria, packing the players into one or more virtual games to optimize game quality factors of the virtual games, and then instantiating the virtual games to actual online games played by the players. The game packing process may be iterative and may involve adding a new player into a virtual game. Game quality factor (GQF) values prior to and after the placement of the new player in the virtual game may be compared. The comparison of the GQF values may be used, at least in part to determine whether the new player is to remain in the virtual game. Various criteria may be considered in instantiating a virtual game.

Providing automated user input to an application during a disruption

This document relates to techniques for addressing disruptions that prevent applications from receiving user input, prevent users from providing input to an application, and/or prevents or impacts users from receiving application output. One example method involves detecting a disruption to an interactive application during interaction by a user with the interactive application, generating automated user inputs, and providing the automated user inputs to the interactive application during the disruption to the interactive application.

Method for ladder ranking in a game

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment. may be identified by a server key obtained from the game server.

METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING
20230336831 · 2023-10-19 ·

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
20230276100 · 2023-08-31 ·

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.