Patent classifications
A63F2300/5593
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.
SYNCHRONIZATION AND OFFSET OF VSYNC BETWEEN CLOUD GAMING SERVER AND CLIENT
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.
System and method for synchronization of messages and events with a variable rate timeline undergoing processing delay in environments with inconsistent framerates
System and method that handles the inconsistent processing of interactive media (e.g. digital games, music visualization software, video playback software, animation software, etc.) and the generally consistent timeline delay to enable synchronization of messages and events with the playback of potentially variable-rate timelines.
Memory management in gaming rendering
Some implementations of this application are directed to a server system including one or more CPUs, a plurality of GPUs, main dynamic memory storing programs and data for use by the CPUs and/or GPUs during program execution, a static memory pool stored in a non-volatile memory, and a memory controller configured to manage the static memory pool. Each of the GPUs includes a local cache and is configured to access the static memory pool via the memory controller. The server system executes a plurality of gaming sessions for a gaming title in parallel on the one or more CPUs. Each of the plurality of gaming sessions is associated with a static data item stored in the static memory pool, and requires a graphics operation executable by a respective GPU using the static data item.
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.
COGNITIVE ATTACHMENT DISTRIBUTION
A method, a computer program product, and a computer system match players in a turn based game based on player activity. The method includes determining first characteristics of a first player activity of a first player. The characteristics are indicative of first active times that the first player historically took turns while playing the turn based game. The method includes identifying a second player having second characteristics of a second player activity. The second characteristics are indicative of second active times that the second player historically took turns while playing the turn based game. The second active times are compatible with the first active times. The method includes generating an indication for a game server hosting the turn based game to match the second player with the first player.
ITERATIVE WORKLOAD PROCESSING HAVING A MANDATORY PROCESSING TASK AND A PREFERRED PROCESSING TASK
Iterative workload processing having a mandatory processing task and a preferred processing task. A processor device iteratively performs a processing workload that comprises a mandatory processing task and a preferred processing task. The mandatory processing task includes accessing a plurality of input messages that have not yet been processed, and the preferred processing task has a target timeframe within which to be performed. For each iteration, a maximum preferred processing task amount of time to perform the preferred processing task is determined based on a moving average of mandatory processing task times of previous iterations and based on the target timeframe. The preferred processing task is performed for a period of time no greater than the maximum preferred processing task amount of time.
Reducing latency in cloud gaming applications by overlapping reception and decoding of video frames and their display
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.
SYNCHRONIZATION AND OFFSET OF VSYNC BETWEEN 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.
REDUCING LATENCY IN CLOUD GAMING APPLICATIONS BY OVERLAPPING RECEPTION AND DECODING OF VIDEO FRAMES AND THEIR DISPLAY
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.