A63F2300/552

Updated driver parameters determined by telemetry data

A computing system is provided. The computing system includes a server having one or more processors configured to receive from a user computing device run-time telemetry data, the run-time telemetry data being recorded during execution of a target program of a plurality of programs by the user computing device and being indicative of communication between the user computing device and a user input device. The one or more processors are further configured to determine a performance metric based on the run-time telemetry data, determine an updated driver parameter for the target program based on the determined performance metric, send the updated driver parameter to the user computing device, and apply the updated driver parameter for use during a subsequent execution of the target program.

Add-on management systems

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. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.

CLOUD GAMING PROCESSING METHOD, APPARATUS, AND DEVICE, AND STORAGE MEDIUM
20230096900 · 2023-03-30 ·

This application provides a cloud gaming processing method performed by a computer device, the method including: receiving an access request of a second client for a cloud gaming instance, the cloud gaming instance having been created according to a play request of a first client for a cloud gaming and shared by the first client with the second client, the first client being bound to a first stream processing resource of the cloud gaming instance, and data transmission between the cloud gaming instance and the first client being implemented by using the first stream processing resource; creating a second stream processing resource of the cloud gaming instance in response to the access request of the second client; binding the second stream processing resource to the second client; and implementing data transmission between the second client and the cloud gaming instance by using the second stream processing resource.

PARAMETRIC PLAYER MODELING FOR COMPUTER-IMPLEMENTED GAMES
20230070555 · 2023-03-09 ·

A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.

Methods, Systems and Computer Program Products for Fine Grained Cloud Gaming Session Control
20230074240 · 2023-03-09 ·

The present invention relates to provisioning of cloud based software gaming services. The systems and methods of the present invention enable users who are presented with targeted content relating to cloud based software games to be able to experience the targeted content in an efficient, interactive and user friendly manner—while simultaneously restricting the user experience only to the targeted content, and avoiding having the user navigate the entire game play interface or the entire game play flow in chronological order. The invention offers solutions for using embedded links and/or deep links within targeted content delivered to client terminals, for the purposes of implementing fine grained gaming session control between a cloud gaming server and the client control for cloud based delivery of software gaming services to the client terminal.

Add-on management methods

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. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.

System and method for improving the graphics performance of hosted applications

One or more hardware components identify a bottleneck stage within a processor pipeline that processes frames of a video stream. The bottleneck stage has a first clock. An upstream stage receives a feedback signal from the bottleneck stage. The upstream stage has a second clock and the feedback signal includes information as to time required by the bottleneck stage to operate on data and information as to time the data spent queued. The upstream stage adjusts the speed at which the upstream stage operates and queues data to approximate the speed at which the bottleneck stage is operating and queuing data.

Pre-loading translated code in cloud based emulated applications

Pre-translated code for an emulated application may be retrieved and executed to translate data from the emulated application into a form compatible with the client device before receiving a request for the emulated application from the client device. The translated data may be delivered to the client device platform over a network after receiving the request for the emulated application from the client device.

METHOD AND APPARATUS FOR INSTALLING GAME CLIENT
20230158408 · 2023-05-25 · ·

Disclosed herein are a method and apparatus for installing a game client. According to an embodiment, there is provided a method for installing a game client by which an apparatus for installing a game client installs a game client, the method including: establishing a first session when the installation of a game client has started; storing play information acquired based on the first session; and updating the account of the game client based on the play information when the installation of the game client is completed.

Methods and apparatus for distributed gaming over a mobile device

A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.