Patent classifications
A63F13/50
Creation and prioritization of multiple virtual universe teleports in response to an event
Useful work or services can be automated or otherwise facilitated or solutions to real world events developed by emulation of a real-world environment (which can contain objects representing virtual objects) with a virtual environment and generating a prioritized sequence of locations and associated tasks in accordance with resources related to the event in a virtual universe. Performance of the prioritized tasks at the prioritized locations is facilitated in the virtual universe by locally generating teleportation invitations corresponding to locations in the ordered sequence of locations.
Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.
Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.
Cloud-based game slice generation and frictionless social sharing with instant play
Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.
Cloud-based game slice generation and frictionless social sharing with instant play
Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.
GPU DATA SNIFFING AND 3D STREAMING SYSTEM AND METHOD
In one aspect, a graphics processing unit (GPU) data sniffing method includes the step of providing a video game software comprising a set of graphics data of a video game. The method includes the step of communicating the set of graphics data to a graphics library using an application programming interface (API) call to the graphics library. The graphics library includes at least one application API interface. The method includes the step of providing a sniffing module. The sniffing module intercepts the set of graphics data before the set of graphics data reaches the GPU. The sniffing module copies the set of graphics data to create a copy of the graphics data. The sniffing module forwards the copy of the graphics data to the graphics library for rendering to a receiving entity.
Asynchronous space warp for remotely rendered VR
The present disclosure relates to methods and apparatus for graphics processing. In some aspects, the apparatus may receive, by a first device from a second device, first position information corresponding to a first orientation of the second device. The apparatus can also generate, by the first device, first graphical content based on the first position information. Further, the apparatus can also generate, by the first device, motion information for warping the first graphical content. The apparatus can also encode, by the first device, the first graphical content. Additionally, the apparatus can provide, by the first device to the second device, the motion information and the encoded first graphical content.
Quality of experience reverse control for electronic games
Technologies and implementations for managing an experience during play of an interactive electronic game are generally disclosed.
System and method for building digital objects with blocks
Systems and methods are provided for building digital objects using component modular objects, such as block objects. The block objects have properties defining their appearance and interaction characteristics. When two or more block objects are placed together to form an object, their interaction characteristics define how they behave and so how the computer system will handle the representation of the block objects and the new object.
System and method for time flow adjustment in multiplayer games
Innovative systems and methods are disclosed for adjusting the perceived flow of time in a multiplayer videogame system. A game mechanism is provided to slow the perceived flow of time for an initiator player, players in the line of site of the initiator, players seeing any other players in an altered time mode and players seen by players in an altered time mode. Meanwhile, other players not fitting these criteria continue to experience a normal perceived flow of time. This permits the use of the time slowing mechanic without negatively affecting all players in the multiplayer game.