Patent classifications
A63F2300/552
VIDEO COMPRESSION SYSTEM AND METHOD FOR REDUCING THE EFFECTS OF PACKET LOSS OVER A COMMUNICATION CHANNEL
Methods for hosting low-latency streaming interactive audio/video (A/V) include executing one or more video games or applications on a server communicatively coupled to a data network. Packet streams are received from a plurality of users and routed to the one or more video games. The packet streams include user control input that are used to compute A/V data in response. The A/V data are received from the video games or applications. Portions of the A/V data are compressed in parallel using processing units resulting in low-latency streaming compressed A/V data. The low-latency streaming compressed A/V data are routed to each of the users over a corresponding data network communication channel. The executing of video games, receiving of packet streams and A/V data, compressing portions of the A/V data and routing the compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game is responding instantly.
Qualified Video Delivery Methods
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU. The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream.
VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY
A method includes receiving, at a media device, a video game from a server via a network. The method includes installing, via the media device, the video game to a storage device associated with the media device. The method includes receiving, at the media device, a request to play the video game. The method includes sending an authorization request to the server from the media device via the network in response to the request. The method includes receiving authorization to execute the video game at the media device. The authorization is based on an identifier of the media device included in the authorization request being associated with rights allowing execution of the video game. The method also includes executing the video game via the media device in response to receiving the authorization.
PORTING LOCALLY PROCESSED MEDIA DATA WITH LOW LATENCY TO A REMOTE CLIENT DEVICE VIA VARIOUS WIRELESS LINKS
Systems, methods, and computer-readable media for porting locally processed media data with low latency to a remote client device via various wireless links are provided. In one example embodiment, a transceiver module may include a local network interface and a controller that may receive a client control signal from a client device over a wireless local area network via the local network interface, transmit a media control signal based on the client control signal to a media device, receive media data based on the media control signal from the media device, and transmit to the client device over the wireless local area network via the local network interface client data based on the media data and a low-latency compression technique. The receipt of the media data and transmission of the client data may be accomplished with substantially no detectable latency. Additional embodiments are also provided.
Systems And Methods For Measuring And Optimizing The Visual Quality Of A Video Game Application
Systems and methods are disclosed herein that allow an information handling system (IHS) to determine the best visual quality for a video game application. In one embodiment, the disclosed systems and methods may determine optimal in-game settings for a video game application by assigning numerical values to the in-game settings, running a benchmark test using a first set of in-game settings having a first set of numerical values, monitoring the FPS generated during the benchmark test, combining the first set of numerical values and the monitored FPS into a game variable score, and incrementally changing the in-game settings and rerunning the benchmark test to generate new game variable scores. Once the monitored FPS reaches a target FPS, the set of in-game settings with the highest game variable score may be selected as the optimal in-game settings for the video game application.
Systems and methods for updating in-game content
Systems and methods for updating content of a mobile video game allow for mobile communication devices to receive updated content for video games that operate on the devices. The updates may be promotional in nature, and may be pre-selected based on the device type, service, or service provider. The game may contain instructions that cause the mobile communication device to contact an interface and/or server to receive updated content. After the updated content is received by the mobile communication device, the content may be displayed in-game. The user of the mobile communication device may be provided with one or more options that affect the frequency or ability to receive or display updated content. In addition, the server may track what content has already been received by the mobile communication device.
System and method for compressing video for streaming video game content to remote clients
Methods for hosting online video games are provided. The method includes generating a plurality of video frames and initiating a sending of each one of the plurality of video frames to a client. Each of the video frames that is sent is compressed. Then, stopping the compression and sending of video frames when one of the plurality of video frames is taking longer than a frame time to compress and send. A frame time is defined as one over a frame rate, and wherein stopping the compression of video frames includes ignoring the video frames by an encoder. The method includes continuing to compress and send audio data to the client when one or more of the plurality of video frames are not sent to the client. The client is configured to display a received video frame for more than one frame time when a video frame is not received.
Game system, game method, and game program
A game system, a game method, and a game program, which allow the user to enjoy a game with peace of mind even if a bias is provided in predetermined parameters. The game system is configured to acquire, as available environment information indicating an available environment for a game to be executed on a user terminal used by the user, information indicating a type of an operating system (OS); and determine a parameter to be used to provide a content to the user each time the user performs an input operation on the basis of the information indicating the type of the OS associated with the user at the time of the input operation.
Methods for cloud based game streaming and setting data rates between remote clients and servers
A computer-implemented method for online game streaming includes receiving a request from a remote client to access a user account. The request is received at a hosting service that includes one or more servers and identifies digital content including video games available to the user. Selection of a video game is received by the hosting service from the remote client. In response, the hosting service initiates a data rate test of the remote client to identify a maximum available data rate available between the remote client and one or more servers of the hosting service. The data rate test is performed to identify an active data rate for streaming interactive content of the video game. The method also includes assigning the remote client to a server and setting the compression level to attain the active data rate having packet loss and latency that is within a predefined acceptable level.
Video compression system and method for reducing the effects of packet loss over a communication channel
Methods for hosting low-latency streaming interactive audio/video (A/V) include executing one or more video games or applications on a server communicatively coupled to a data network. Packet streams are received from a plurality of users and routed to the one or more video games. The packet streams include user control input that are used to compute A/V data in response. The A/V data are received from the video games or applications. Portions of the A/V data are compressed in parallel using processing units resulting in low-latency streaming compressed A/V data. The low-latency streaming compressed A/V data are routed to each of the users over a corresponding data network communication channel. The executing of video games, receiving of packet streams and A/V data, compressing portions of the A/V data and routing the compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game is responding instantly.