Collapsing areas of a region in a virtual universe to conserve computing resources
US-9286731-B2 · Mar 15, 2016 · US
US11679333B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11679333-B2 |
| Application number | US-202017122670-A |
| Country | US |
| Kind code | B2 |
| Filing date | Dec 15, 2020 |
| Priority date | Oct 21, 2015 |
| Publication date | Jun 20, 2023 |
| Grant date | Jun 20, 2023 |
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A system and method is provided that generates a game log that specifies game events during gameplay to enable efficient distribution of video game playback, facilitates the annotation of gameplay through content from users and others, and generates a video game stream that includes the game log and content. The system facilitates the efficient sharing of video game playback, as well as annotations from users and others. For example, e-sportscasters may use the system to broadcast video game playback with their commentary and/or graphical overlays. Video game players may use the system to share video game playback efficiently with other users. The system may also facilitate the sharing of loadout conditions and micro-transactions relevant to video game playback.
Opening claim text (preview).
What is claimed is: 1. A computer implemented method of generating a video game stream representative of at least a portion of a video game session, the method being implemented in a computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer to perform the method, the method comprising: obtaining a game log comprising a plurality of game events associated with a first plurality of timestamps, wherein the first plurality of timestamps indicates when, in a game log timeline, each of the plurality of game events has occurred; parsing the game events from the game log; obtaining a metadata track comprising content associated with a second plurality of timestamps that indicates when, in the game log timeline, each of the content has occurred, wherein the metadata track further comprises at least one of a loadout object or a hotspot; parsing content from the metadata track; synchronizing the parsed content with the parsed game events based on the first plurality of timestamps and second plurality of timestamps; generating the video game stream based on the synchronization; receiving a selection of at least one of the loadout object or the hotspot; and based upon said selection, providing an opportunity to interact with the video game stream using a state of gameplay specified by the loadout object or providing an opportunity to interact with the video game stream by playing with a virtual object. 2. The method of claim 1 , further comprising obtaining the game log from a game engine in real-time as the game engine is executing the video game session. 3. The method of claim 1 , further comprising obtaining the game log from a data storage configured to store game logs received from a game engine adapted to execute the video game session. 4. The method of claim 1 , further comprising obtaining annotation content. 5. The method of claim 4 , further comprising associating the annotation content with at least one timestamp. 6. The method of claim 5 , further comprising synchronizing the annotation content with the game log based on the at least one timestamp. 7. The method of claim 6 , further comprising generating a second metadata track based on the synchronization of the annotation content with the game log and localizing the second metadata. 8. A system for generating a video game stream representative of at least a portion of a video game session, the system comprising a computer having one or more physical processors programmed with computer program instructions that, when executed by the one or more physical processors, cause the computer to: obtain a game log comprising a plurality of game events associated with a first plurality of timestamps, wherein the first plurality of timestamps indicates when, in a game log timeline, each of the plurality of game events has occurred; parse the game events from the game log; obtain a metadata track comprising content associated with a second plurality of timestamps that indicates when, in the game log timeline, each of the content has occurred, wherein the metadata track further comprises at least one of a loadout object or a hotspot; parse content from the metadata track; synchronize the parsed content with the parsed game events based on the first plurality of timestamps and second plurality of timestamps; generate the video game stream based on the synchronization; receive a selection of at least one of the loadout object or the hotspot; and based upon said selection, provide an opportunity to interact with the video game stream using a state of gameplay specified by the loadout object or provide an opportunity to interact with the video game stream by playing with a virtual object. 9. The system of claim 8 , wherein the computer is further caused to obtain the game log from a game engine in real-time as the game engine is executing the video game session. 10. The system of claim 8 , wherein the computer is further caused to obtain the game log from a data storage configured to store game logs received from a game engine adapted to execute the video game session. 11. The system of claim 8 , wherein the computer is further caused to obtain annotation content. 12. The system of claim 11 , wherein the computer is further caused to associate the annotation content with at least one timestamp. 13. The system of claim 12 , wherein the computer is further caused to synchronize the annotation content with the game log based on the at least one timestamp. 14. The system of claim 13 , wherein the computer is further caused to generate a second metadata track based on the synchronization of the annotation content with the game log and to localize the second metadata.
Partially or entirely replaying previous game actions · CPC title
Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client · CPC title
for payment purposes, e.g. monthly subscriptions · CPC title
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