Patent classifications
A63F2300/5593
Configuration for nonlinear gameplay
An improved computer implemented process for providing an interactive game event for two or more users. A game event is configured to comprise one or more independently progressing sub-processes (SP1-SP6) into which groups of game characters (C1-C3) are selected. Selected game characters (C1-C3) are provided with a set of allowed interaction functions for activation in the sub-process (SP1-SP6). The state of the sub-process (SP1-SP6) is changed in response to a game character (C1-C3) activating an interaction function from the set of allowed interaction functions, and the set of allowed interaction functions of the game characters (C1-C3) is updated in response to state change of the sub-process (SP1-SP6).
Network game system for executing event in network game
A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus.
High speed scan-out of server display buffer for cloud gaming applications
A method for cloud gaming. The method including generating a video frame when executing a video game at a server, wherein the video frame is stored in a frame buffer. The method including determining a maximum pixel clock for a chip-set including a scan-out block. The method including determining a frame rate setting based on the maximum pixel clock and an image size of a target display of a client. The method including determining a speed setting value for the chip-set. The method including scanning the video frame into the scan-out block from the frame buffer. The method including scanning-out the video frame from the scan-out block to the encoder at the speed setting value.
State stream game engine
The present disclosure provides a state stream game engine for a video game application. The state stream game engines can decouple the simulation of a video game application from the rendering of the video game application. The simulation of the video game is handled by a simulation engine. The rendering of the video game is handled by a presentation engine. The data generated by the simulation engine can be communicated to the presentation engine 124 using a state stream.
DYNAMIC CLIENT BUFFERING AND USAGE OF RECEIVED VIDEO FRAMES FOR CLOUD GAMING
A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.
STATE STREAM GAME ENGINE
The present disclosure provides a state stream game engine for a video game application. The state stream game engines can decouple the simulation of a video game application from the rendering of the video game application. The simulation of the video game is handled by a simulation engine. The rendering of the video game is handled by a presentation engine. The data generated by the simulation engine can be communicated to the presentation engine 124 using a state stream.
Monitored Online Experience Systems and Methods
Example monitored online experience systems and methods are described. In one implementation, techniques initiate an online gaming experience with a first user and associate a second user with the online gaming experience. The techniques receive audio data from a game server and receive a voice overlay from the second user. During the online gaming experience, the techniques play the audio data in a speaker proximate the first person and play the voice overlay in the speaker proximate the first person.
Scene change hint and client bandwidth used at encoder for handling video frames after a scene change in cloud gaming applications
A method for cloud gaming including generating video frames when executing a video game at a cloud gaming server. The method including predicting a scene change for a first video frame for the video game, wherein the scene change is predicted before the first video frame is generated. The method including generating a scene change hint that the first video frame is a scene change. The method including sending the scene change hint to the encoder. The method including delivering the first video frame to an encoder, wherein the first video frame is encoded as an I-frame based on the scene change hint. The method including measuring a maximum receive bandwidth of a client. The method including determining whether to encode or not encode a second video frame received at the encoder based on the maximum receive bandwidth of the client and a target resolution of a client display.
SYNCHRONIZATION AND OFFSET OF VSYNC BETWEEN PEER-TO-PEER GAMING DEVICES
A method is disclosed including setting, at a plurality of devices, a plurality of VSYNC signals to a plurality of VSYNC frequencies, wherein a corresponding device VSYNC signal of a corresponding device is set to a corresponding device VSYNC frequency. The method including sending a plurality of signals between the plurality of devices, which are analyzed and used to adjust the relative timing between corresponding device VSYNC signals of at least two devices.
Dynamic streaming video game client
Embodiments of the present application provide a phased streaming system and process using a dynamic video game client. The dynamic video game client can utilize a state stream game engine in combination with a game application streaming service to provide users with the ability to begin playing games quickly on a huge range of devices.