Patent classifications
A63F2300/538
Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
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.
Predictive execution of distributed game engines
Systems described herein may automatically and dynamically adjust the amount and type of computing resources usable to execute, process, or perform various tasks associated with a video game. Using one or more machine learning algorithms, a prediction model can be generated that uses the historical and/or current user interaction data obtained by monitoring the users playing the video game. Based on the historical and/or current user interaction data, future user interactions likely to be performed in the future can be predicted. Using the predictions of the users' future interactions, the amount and type of computing resources maintained in the systems can be adjusted such that a proper balance between reducing the consumption of computing resources and reducing the latency experienced by the users of the video game is achieved and maintained.
MULTI-LEVEL LIGHTING SYSTEM
A system and method for facilitating lighting of objects during interactive gameplay by users on client computing platforms distinguishes activities performed prior to interactive gameplay and during interactive gameplay. Different client computing platforms may have different levels of graphics performance. Lighting may be defined by characteristics of one or more light sources that illuminate one or more objects in a multi-dimensional volume in a virtual space. Different lighting techniques or lighting features may be combined to create lighting during interactive gameplay. Some lighting techniques or lighting features may only be available and/or supported on high-performance computing platforms, whereas other lighting features may be available even on low-performance computing platforms.
AUTOMATIC INSTANTIATION OF NATIVE VIRTUAL INTERFACES FOR STREAMING APPLICATIONS
In examples, a device's native input interface (e.g., a soft keyboard) may be invoked using interaction areas associated with image frames from an application, such as a game. An area of an image frame(s) from a streamed game video may be designated (e.g., by the game and/or a game server) as an interaction area. When an input event associated with the interaction area is detected, an instruction may be issued to the client device to invoke a user interface (e.g., a soft keyboard) of the client device and may cause the client device to present a graphical input interface. Inputs made to the presented graphical input interface may be accessed by the game streaming client and provided to the game instance.
METHODS, SYSTEMS, AND DEVICES OF SOCIAL NETWORKING WITH PORTIONS OF RECORDED GAME CONTENT
Embodiments include a system and method that facilitate detecting a request from a player to share a trigger clip of a video game, preparing the trigger clip for sharing and sharing the trigger clip in a message to a third party or to a social media destination. Additional embodiments include storing one or more trigger clips in a library where the trigger clips are available for searching and review by players and others. Advantages include making the trigger clips available for subsequent review, training, coaching and other purposes.
GRAPHICS DATA PROCESSING
A data processing apparatus includes storage circuitry to store graphics data for a first device, receiving circuitry to receive second device information indicative of one or more properties for a second device with one or more different capabilities to the first device, control circuitry to reduce a quality of at least one aspect of the graphics data in dependence upon the second device information to obtain modified graphics data and output circuitry to output the modified graphics data, where the control circuitry is configured to reduce a quality of the at least one aspect according to a predetermined quality level from a plurality of predetermined quality levels for the at least one aspect, the predetermined quality level identified in dependence upon the second device information.
BUFFER DRAIN RATE TUNING TO A MEASURED MAXIMUM RECEIVE BANDWIDTH MEASURED FOR A CLIENT DEVICE WHEN STREAMING
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.
Method and system for encoding game video and audio remotely streamed to a remote computer system
A system, method, and computer readable medium for remotely playing a game over a network includes capturing game video data that is generated for a display device of a host computer system running a game. The method also includes capturing game audio data that is generated for an audio output device of the host computer system. Additionally, the method includes encoding the game video data and the game audio data as a multimedia stream. Further, the method includes transmitting the multimedia stream to a remote computer system over a media session. The multimedia stream is displayed on the remote computer system for remote game play by a user.
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.
BIFURCATION OF GAMEPLAY BETWEEN MOBILE AND NON-MOBILE PLAY WITH INTELLIGENT GAME STATE SAVING, AND STARTUPS
Methods and systems are provided for processing operations of a game to be played via a mobile device is provided. The method includes establishing a connection with the mobile device to play the game. The method includes receiving controller input from the mobile device; the controller input being from the mobile device to perform an action in the game. The method includes determining a correction value required to perform the action. The method includes applying the correction value to the controller input to increase an accuracy of the controller input when performing the action. In this way, when correction values are applied to the controller input from the mobile device of a user playing a game, the accuracy of the control input is increased so that the user can achieve the intended action in the game.