Patent classifications
A63F2300/5593
Pre-loaded content attribute information
Techniques for providing of content using pre-loaded content attribute information are described herein. In some cases, a plurality of compute nodes may be grouped into multiple different compute node groups. Each of the multiple different compute node groups may include one or more compute nodes loaded with information associated with one or more assigned content attribute values. A request for content may be received from a client. The request may be associated with one or more requested content attribute values. The request may then be processed by selecting, based, at least in part, on the requested content attribute values, a selected compute node group to handle the request.
Systems and methods for adjusting online game content and access for multiple platforms
Embodiments of systems and methods for enabling access to an online game, modifying user progress within the online game, monitoring user interactions with the online game, or adjusting user gameplay with the online game, via multiple platforms. The multiple platforms may include virtual reality platforms and non-virtual reality platforms.
Systems and methods for providing time-shifted intelligently synchronized game video
Systems and methods for synchronizing game play of a video game include detecting selection of a video game for game play at a game server. In response, an instance of the video game is executed at the game server. The execution causes the game play to be provided to a game client for rendering on a main portion of a display screen of the game client. A pre-recorded video associated with the video game is provided for rendering in a second portion of the display screen while the game play is being rendered on the main portion of the display screen. The pre-recorded video rendering in the second portion is dynamically synchronized with the game play of the video game rendering in the main portion so that a game scene rendering in the pre-recorded video matches to a game scene of the game play rendering in the main portion of the display screen.
OVERLAPPING RENDERING, STREAMOUT, AND DISPLAY AT A CLIENT OF RENDERED SLICES OF A VIDEO FRAME
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.
SYNCHRONIZING DISPLAY OF VIDEO FRAMES BETWEEN CLIENT DEVICES IN A MULTI-TENANT CONFIGURATION
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.
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.
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.
SPECTATING SIMULATION
A spectator client device receives a plurality of spectator update frames that include respective actual physics state information for game objects of respective participants in a multiplayer game session. The spectator client device buffers respective ones of the spectator update frames for respective participants, and determines based on respective downlink spectator update frames buffered for the respective participants, respective simulated playback physical states at a common playback time of a current simulation period. A particular simulated playback physical state for a particular participant is determined based on actual physics state information obtained from at least two respective downlink spectator update frames buffered for the particular participant. The spectator client device renders a delayed depiction of the multiplayer game session at the common playback time of the current simulation period based on the playback physical states determined, for the respective participants, for the current simulation period.
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.
SERVICE-TRIGGERED GAME EVENTS
Various embodiments relating to management of game data of a video game by a game service and service triggered delivery of game data to various subscribers are provided. In one embodiment, game data of a video game is received at a game service computing machine as the video game is being executed on a user gaming machine. A game statistic is generated by the game service computing machine based on the game data. The game statistic is sent to subscribers having a subscription to the game statistic.