A63F13/33

Program Mode Transition

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority.

Systems and methods for determining game level attributes based on player skill level prior to game play in the level
11590424 · 2023-02-28 · ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.

Systems and methods for determining game level attributes based on player skill level prior to game play in the level
11590424 · 2023-02-28 · ·

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.

Video Game Overlay

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 (Graphics Processing Unit). 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 frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.

Video Game Overlay

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 (Graphics Processing Unit). 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 frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.

MIXED REALITY COMPETITIONS INVOLVING REAL AND VIRTUAL PARTICIPANTS
20230001303 · 2023-01-05 ·

A method and system to generate first participant data of a real participant, wherein the first participant data comprises at least one of a height, a weight, or performance data of the real participant. Second participant data of a virtual representation of a competitor is generated, the second participant data being based on historical performance data associated with one or more competitions involving the competitor. A comparison of the first participant data and the second participant data is generated. Based at least in part on a display of the comparison, a selection of the competitor from a set of competitors is identified. Based on the first participant data and the second participant data, a simulation of a competition involving the real participant and the virtual representation of the competition is generated and a winner of the simulation of the competition is identified.

SPORT GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN SPORT GAME PROGRAM, SPORT GAME APPARATUS, AND SPORT GAME PROCESSING METHOD
20230023905 · 2023-01-26 ·

A player character is moved based on an operation performed on a direction input device, the position of a virtual camera is controlled based on the position of the player character, and a swing direction in which an operation device has been swung is determined based on data from an inertial sensor, and causes the player character to perform a swing action of swinging in a direction according to the swing direction. Then, a moving object is moved based on collision determination between the swing action and the moving object, thereby controlling a sport game using the moving object.

SPORT GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN SPORT GAME PROGRAM, SPORT GAME APPARATUS, AND SPORT GAME PROCESSING METHOD
20230023905 · 2023-01-26 ·

A player character is moved based on an operation performed on a direction input device, the position of a virtual camera is controlled based on the position of the player character, and a swing direction in which an operation device has been swung is determined based on data from an inertial sensor, and causes the player character to perform a swing action of swinging in a direction according to the swing direction. Then, a moving object is moved based on collision determination between the swing action and the moving object, thereby controlling a sport game using the moving object.

Method, apparatus, and computer storage medium for outputting virtual application object

A method by a network device for outputting a virtual application object includes acquiring current status information of a plurality of virtual application objects in a virtual application, the current status information indicating that a virtual application object is in a known state or in an unknown state, constructing a virtual application object status plane based on the current status information of the plurality of virtual application objects, where the virtual application object status plane includes a region corresponding to each virtual application object, the region includes the current status information of the corresponding virtual application object, determining, based on the virtual application object status plane, output probabilities corresponding to a plurality of to-be-outputted virtual application objects, and determining, based the output probabilities corresponding to the plurality of to-be-outputted virtual application objects, a target virtual application object from the plurality of to-be-outputted virtual application objects.

COMPANION DEVICE AIDED GAME CONTROLLER PAIRING
20220379199 · 2022-12-01 · ·

A game controller is configured to selectively pair with a companion device using a first communication protocol and one or more gaming systems using a second communication protocol. The game controller is configured to send a pairing request to the companion device using the first communication protocol based on companion-device pairing data stored in a storage subsystem of the game controller. The game controller is configured to send a pairing request to a last-paired gaming system with which the game controller last paired using the second communication protocol based on gaming-system pairing data stored in the storage subsystem. Responsive to the game controller being unable to pair with the last-paired gaming system and while the game controller is paired with the companion device, the game controller is configured to send an error notification to the companion device using the first communication protocol.