Patent classifications
A63F2300/538
SYSTEMS AND METHODS FOR THE ALLOCATION OF COMPUTING RESOURCES IN FANTASY SPORTS CONTESTS
Systems and methods for the allocation of computing resources in a fantasy sports contest. In one embodiment, software is disclosed that enables and operator to implement a fantasy sports league having a plurality of fantasy owners. Individual ones of the fantasy owners are enabled with the ability to activate one or more fantasy players from their team for a subset of a given contest. Accordingly, fantasy points are accrued that add and display each fantasy owner's points that have been accrued in a scoring period to track competitive rankings within the given fantasy league. The overall system may allocate computing resources using a content management system in order to optimize the operation of the fantasy league and provide for improved user experience.
Add-on management systems
A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.
Systems and methods for secure concurrent streaming of applications
The disclosed computer-implemented method may include (1) provisioning a cloud gaming environment with a plurality of containers that share a single operating system instance, (2) allocating each container within the plurality of containers to a corresponding user, (3) executing, concurrently, within each container within the plurality of containers a corresponding video game instance and (4) streaming, concurrently, from the cloud gaming environment, a video game instance from each container within the plurality of containers to a corresponding client system. Various other methods, systems, and computer-readable media are also disclosed.
SYNCHRONIZATION OF A VSYNC SIGNAL OF A FIRST DEVICE TO A VSYNC SIGNAL OF A SECOND DEVICE
A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency. The server VSYNC signal corresponding to generation of video frames during frame periods for the server VSYNC frequency. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending compressed video frames from the server to the client over a network using the server VSYNC signal, wherein the compressed video frames are based on the generated video frames. The method including decoding and displaying, at the client, the compressed video frames. The method including analyzing the timing of one or more client operations to adjust the relative timing between the server VSYNC signal and the client VSYNC signal, as the client receives the compressed video frames.
Rendering Method and Apparatus
A rendering method includes: receiving a first operation instruction from a user; rendering, according to the first operation instruction, a first image of an application corresponding to the first operation instruction; predicting a second operation instruction according to the first operation instruction; rendering, according to the second operation instruction, a second image of the application corresponding to the second operation instruction; if no operation instruction is received from the terminal device user within preset duration during running of an app after the first operation instruction is received, predicting a user operation according to the received operation instruction, where the operation instruction is an instruction that is generated through triggering by the user operation and that may trigger image switching of the app; rendering an app image based on a predicted user operation; and sending a rendered app image to the terminal device user.
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.
Quasi cloud rendering technique for legacy databases using game engines
A rendering system includes a cloud component and a local edge component. The cloud component receives or retrieves legacy data from various sources and preprocesses the data into a format. The local edge component receives the preprocessed data from the cloud component and performs local rendering steps necessary to place the preprocessed data into a form suitable for a game engine. The game engine utilizes the preprocessed data to render an image stream. The system is embodied in a flight simulator.
NFT FRAMEWORK FOR TRANSFERRING AND USING DIGITAL ASSETS BETWEEN GAME PLATFORMS
Systems and methods are disclosed for determining that a first end-user entity has performed a task within a computer simulation for which a non-fungible token (NFT) is to be provided, where the NFT is associated with a digital asset. Responsive to the determination, the NFT is provided to the first end-user entity so that the digital asset may be used, via the NFT, across plural different computer simulations and/or across plural different computer simulation platforms. Ownership of the NFT may also be subsequently transferred to other end-user entities for their own use across different simulations and/or platforms.
Add-on management methods
A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.
System and method for improving the graphics performance of hosted applications
One or more hardware components identify a bottleneck stage within a processor pipeline that processes frames of a video stream. The bottleneck stage has a first clock. An upstream stage receives a feedback signal from the bottleneck stage. The upstream stage has a second clock and the feedback signal includes information as to time required by the bottleneck stage to operate on data and information as to time the data spent queued. The upstream stage adjusts the speed at which the upstream stage operates and queues data to approximate the speed at which the bottleneck stage is operating and queuing data.