Bandwidth-efficient layered video coding
US-2024388728-A1 · Nov 21, 2024 · US
US12337233B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12337233-B2 |
| Application number | US-202318522091-A |
| Country | US |
| Kind code | B2 |
| Filing date | Nov 28, 2023 |
| Priority date | Oct 5, 2021 |
| Publication date | Jun 24, 2025 |
| Grant date | Jun 24, 2025 |
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Official abstract text for this publication.
Methods and systems are provided for streaming gameplay to user devices from a cloud gaming system. The cloud gaming system includes a server. The method includes identifying, by the server, a device of a user for playing a game. The method includes identifying, by the server, a bandwidth associated with the device of the user while the user plays the game. The method includes generating, by the server, a video stream to be transmitted to the device. The method further includes dynamically removing, by the server, one or more graphic layers of the video stream before being transmitted to the device.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method for streaming gameplay to user devices from a cloud gaming system, the cloud gaming system including a server for enabling multiplayer gaming, comprising: identifying a first device of a first user for playing a multiplayer game; identifying a second device of a second user for playing the multiplayer game; identifying a bandwidth associated with the first device and associated with the second device; removing graphic layers to be included in a scene of a video stream sent to one or both of the first and second devices, wherein a level of said bandwidth identified is used to identify a level of said removing of graphic layers; wherein said scene viewable via the first and second devices remains playable with more or less graphic layers being removed. 2. The computer-implemented method of claim 1 , wherein said removing of graphic layers of the video stream is based on the bandwidth falling below a threshold value. 3. The computer-implemented method of claim 1 , wherein said removing of graphic layers of the video stream causes a reduction in graphic objects to be displayed on a screen associated with said first or second devices. 4. The computer-implemented method of claim 1 , wherein said removing of graphic layers of the video stream causes a reduction in user interface elements to be displayed on a screen associated with said first or second devices. 5. The computer-implemented method of claim 1 , wherein said removing of graphic layers of the video stream is based on a processing power of the first and second devices. 6. The computer-implemented method of claim 1 , further comprising: Rearranging the graphic layers based on an orientation of the first or second devices to optimize a view of the scene. 7. The computer-implemented method of claim 1 , wherein one of the first or second devices is associated with a spectator of the multiplayer game. 8. The computer-implemented method of claim 1 , further comprising, one or more additional devices of players or spectators of the multiplayer game; and dynamically removing graphic layers of the video stream as provided to the respective players or spectators based on their detected respective bandwidth.
involving process of starting or resuming a game · CPC title
for performing operations on behalf of the game client, e.g. rendering · 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
automatically for the purpose of assisting the player, e.g. automatic braking in a driving game · CPC title
Setup operations, e.g. calibration, key configuration or button assignment · CPC title
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