A63F2300/5593

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.

SYNCHRONIZATION OF A VSYNC SIGNAL OF A FIRST DEVICE TO A VSYNC SIGNAL OF A SECOND DEVICE
20230103010 · 2023-03-30 ·

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.

INFORMATION PROCESSING DEVICE, DATA SYNCHRONIZATION PROGRAM, DATA SYNCHRONIZATION METHOD, DATA SYNCHRONIZATION SYSTEM, AND TERMINAL DEVICE
20230088340 · 2023-03-23 ·

Provided are an information processing device, a data synchronization program, a data synchronization method, a data synchronization system, and a terminal device that suppress an increase in processing load and communication load in a situation in which a plurality of user terminals participate and data of the plurality of user terminals are synchronized. A server device is connected to a plurality of clients that synchronize an object with each other via a network, and includes: data reception means configured to receive a difference from a synchronization target object from a client having ownership of the object; data update means configured to update first, second, third replicas, and the like obtained by replicating the synchronization target object by using the difference; and data transmission means configured to transmit the difference to a client other than the client having the ownership among the plurality of clients.

Information processing device, method and medium

A computer functions as: an individual performance data receiver that receives a plurality of pieces of individual performance data from two or more performer user terminals connected via a network, each of the pieces of individual performance data being generated in accordance with a performance operation by a user on the corresponding performer user terminal and transmitted during a performance; a synthetic performance data generator that generates synthetic performance data by synthesizing pieces of individual performance data in an identical time slot, of the plurality of pieces of individual performance data received from the performer user terminals, during the performance, the synthetic performance data being used to reproduce sound in which individual performance contents on the two or more performer user terminals are mixed; and a synthetic performance data transmitter that transmits the synthetic performance data to at least one appreciator user terminal connected via the network during the performance.

BUFFER DRAIN RATE TUNING TO A MEASURED MAXIMUM RECEIVE BANDWIDTH MEASURED FOR A CLIENT DEVICE WHEN STREAMING
20230115947 · 2023-04-13 ·

A method for cloud gaming. The method including generating a plurality of video frames when executing a video game at a cloud gaming server. The method including encoding the plurality of video frames at an encoder bit rate, wherein the plurality of video frames that is compressed is transmitted to a client from a streamer of the cloud gaming server. The method including measuring a maximum receive bandwidth of a client. The method including monitoring the encoding of the plurality of video frames at the streamer. The method including dynamically tuning a parameter of the encoder based on the monitoring of the encoding.

ASSET CACHING IN CLOUD RENDERING COMPUTING ARCHITECTURES

Systems, apparatuses and methods may provide for technology that sends a first message via an input output (IO) link, wherein the first message includes a first rendering asset and an identifier (ID) associated with the first rendering asset. The technology may also exclude a second rendering asset from a second message in response to the ID being shared by the first rendering asset and the second rendering asset and send the second message via the IO link, wherein the second message includes the ID. In one example, the ID is a hash ID.

SELECTIVE MULTIPLE-INSTANCE ENCODING OF VIDEO FRAMES TO PROVIDE TARGET FRAME RATE DURING NETWORK TRANSMISSION

A system includes a video source device connected to a video destination device via a network. The video source device includes a network interface and an encoder coupled to the network interface. The encoder is configured to encode a first stream of rendered video frames having a first frame rate to generate a second stream of encoded video frames for transmission over the network via the network interface, wherein the second stream has a second frame rate greater than the first frame rate. As part of this encoding process, the encoder is configured to selectively encode multiple instances of at least one video frame of the first stream for inclusion in the second stream to compensate for the difference between the first frame rate and the second frame rate.

COLLABORATIVE ELECTRONIC GAME PLAY EMPLOYING PLAYER CLASSIFICATION AND AGGREGATION
20170361228 · 2017-12-21 ·

A method and system tracks, analyzes or sorts behaviors of user or players across a network to draw correlations from, or characterizations of, those user or players and identifies similarly characterized or mutually complementary user or players. For example, the method automatically obtains player data regarding interactions by each of multiple players with a multiplayer electronic game via each player's corresponding data processing device connected via the network. The method can then sort, classify or suggest additional activities, games, groups, or other different activities or actions for the players.

SCAN-OUT OF SERVER DISPLAY BUFFER BASED ON A FRAME RATE SETTING FOR CLOUD GAMING APPLICATIONS
20220355196 · 2022-11-10 ·

A method for cloud gaming. The method including generating a video frame when executing a video game at a server, wherein the video frame is stored in a frame buffer. The method including determining a maximum pixel clock for a chip-set including a scan-out block. The method including determining a frame rate setting based on the maximum pixel clock and an image size of a target display of a client. The method including determining a speed setting value for the chip-set. The method including scanning the video frame into the scan-out block from the frame buffer. The method including scanning-out the video frame from the scan-out block to the encoder at the speed setting value.

User matching based on active game time

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.