Method, system and apparatus of recording and playing back an experience in a virtual worlds system
US-2024424391-A1 · Dec 26, 2024 · US
US12115447B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12115447-B2 |
| Application number | US-202218080605-A |
| Country | US |
| Kind code | B2 |
| Filing date | Dec 13, 2022 |
| Priority date | Oct 1, 2019 |
| Publication date | Oct 15, 2024 |
| Grant date | Oct 15, 2024 |
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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.
Opening claim text (preview).
What is claimed is: 1. A method for cloud gaming, comprising: generating a plurality of video frames when executing a video game at a cloud gaming server; measuring a maximum receive bandwidth of a client device; encoding the plurality of video frames; filling the plurality of video frames that is encoded to a buffer; dynamically tuning a buffer drain rate to be below the maximum receive bandwidth, wherein the plurality of video frames that is encoded is drained from the buffer at the buffer drain rate for transmission to the client device over a network. 2. The method of claim 1 , wherein the dynamically tuning the buffer drain rate includes: dynamically tuning the buffer drain rate to the maximum receive bandwidth. 3. The method of claim 1 , further comprising: dynamically tuning an encoder bit rate to the maximum receive bandwidth; and performing the encoding of the plurality of video frames at the encoder bit rate. 4. The method of claim 1 , further comprising: filling the plurality of video frames that is encoded to the buffer as quickly as possible. 5. The method of claim 1 , wherein the maximum receive bandwidth is measured as a bit rate. 6. The method of claim 1 , further comprising: modifying at least one of the plurality of video frames to generate a modified video frame by compositing the at least one of the plurality of video frames with a user interface feature; and draining the modified video frame from the buffer at the buffer drain rate. 7. The method of claim 1 , wherein the measuring the maximum receive bandwidth includes: draining a plurality of test packets from the buffer at a predefined bit rate that is a tested maximum receive bandwidth; receiving feedback including a total number of the plurality of test packets received for a range of video frames; determining a packet loss based on the total number of the plurality of test packets received and a number of the plurality of test packets; and determining the maximum receive bandwidth based on the packet loss and the tested maximum receive bandwidth. 8. A non-transitory computer-readable medium storing a computer program for cloud gaming, the computer-readable medium comprising: program instructions for generating a plurality of video frames when executing a video game at a cloud gaming server; program instructions for measuring a maximum receive bandwidth of a client device; program instructions for encoding the plurality of video frames; program instructions for filling the plurality of video frames that is encoded to a buffer; program instructions for dynamically tuning a buffer drain rate to be below the maximum receive bandwidth, wherein the plurality of video frames that is encoded is drained from the buffer at the buffer drain rate for transmission to the client device over a network. 9. The non-transitory computer-readable medium of claim 8 , wherein the program instructions for dynamically tuning the buffer drain rate includes: program instructions for dynamically tuning the buffer drain rate to the maximum receive bandwidth. 10. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for dynamically tuning an encoder bit rate to the maximum receive bandwidth; and program instructions for performing the encoding of the plurality of video frames at the encoder bit rate. 11. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for filling the plurality of video frames that is encoded to the buffer as quickly as possible. 12. The method of claim 1 , wherein in the method the maximum receive bandwidth is measured as a bit rate. 13. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for modifying at least one of the plurality of video frames to generate a modified video frame by compositing the at least one of the plurality of video frames with a user interface feature; and program instructions for draining the modified video frame from the buffer at the buffer drain rate. 14. The non-transitory computer-readable medium of claim 8 , wherein the program instructions for measuring the maximum receive bandwidth includes: program instructions for draining a plurality of test packets from the buffer at a predefined bit rate that is a tested maximum receive bandwidth; program instructions for receiving feedback including a total number of the plurality of test packets received for a range of video frames; program instructions for determining a packet loss based on the total number of the plurality of test packets received and a number of the plurality of test packets; and program instructions for determining the maximum receive bandwidth based on the packet loss and the tested maximum receive bandwidth. 15. A computer system comprising: a processor; and memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method for cloud gaming comprising: generating a plurality of video frames when executing a video game at a cloud gaming server; measuring a maximum receive bandwidth of a client device; encoding the plurality of video frames; filling the plurality of video frames that is encoded to a buffer; dynamically tuning a buffer drain rate to be below the maximum receive bandwidth, wherein the plurality of video frames that is encoded is drained from the buffer at the buffer drain rate for transmission to the client device over a network. 16. The computer system of claim 15 , wherein in the method the dynamically tuning the buffer drain rate includes: dynamically tuning the buffer drain rate to the maximum receive bandwidth. 17. The computer system of claim 15 , the method further comprising: dynamically tuning an encoder bit rate to the maximum receive bandwidth; and performing the encoding of the plurality of video frames at the encoder bit rate. 18. The computer system of claim 15 , the method further comprising: filling the plurality of video frames that is encoded to the buffer as quickly as possible. 19. The computer system of claim 15 , wherein in the method the maximum receive bandwidth is measured as a bit rate. 20. The computer system of claim 15 , the method further comprising: modifying at least one of the plurality of video frames to generate a modified video frame by compositing the at least one of the plurality of video frames with a user interface feature; and draining the modified video frame from the buffer at the buffer drain rate.
involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory · CPC title
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the unit being a group of pictures [GOP] · CPC title
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