Method, system and apparatus of recording and playing back an experience in a virtual worlds system
US-2024424391-A1 · Dec 26, 2024 · US
US9381432B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9381432-B2 |
| Application number | US-201213593843-A |
| Country | US |
| Kind code | B2 |
| Filing date | Aug 24, 2012 |
| Priority date | Aug 24, 2012 |
| Publication date | Jul 5, 2016 |
| Grant date | Jul 5, 2016 |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
Embodiments of the present invention allow game play to migrate back and forth between a server-run video game and a client-run video game. For example, a user could start playing a video game running on a server and then migrate play to a client device, such as a game console. When a game is running on the server, the server executes the game code, renders a video image, and communicates the image to the client. The client may communicate game control commands to the server. The game play may also start on the client and transition to a server. For example, a user may reach a point in the game where the user does not have the game files stored on the client.
Opening claim text (preview).
The invention claimed is: 1. One or more computer-storage media having computer-executable instructions embodied thereon that when executed by a computing device perform a method of migrating game play from a client to a game server, the method comprising: executing, at a client, a game code for a video game in which control input is received from a local game controller, game objects are manipulated in response to the control input, and a rendered image of the video game is generated by the client; detecting, at the client, a game-migration trigger event for the video game, wherein the game-migration trigger comprises the user pausing the video game; in response to said detecting, communicating a game-migration instruction to a game server to begin switching game execution from the client to the game server; terminating execution of the video game on the client; communicating additional control inputs received from a local game controller to the game server; receiving rendered images of the video game from the game server that is executing the same video game code executed by the client; communicating a purchase request for a full version of the game to the game server; communicating a download request to the game server; and based at least on the download request, receiving from the game server additional executable game content for the full version of the game, wherein said receiving from the game server additional executable game content for the full version of the game occurs simultaneously with game play of the partial version of the game ongoing on the client. 2. The media of claim 1 , wherein the method further comprises communicating a download request to the game server, and in response to said download request, receiving, at the client, a block of executable game code for the video game while receiving the rendered images, wherein the block is executable to play a part of the video game currently being executed by the game server. 3. The media of claim 2 , wherein the block is received at a rate calculated to utilize bandwidth available to the client that is not currently being used to receive the rendered image and communicate the control input to the game server. 4. The media of claim 1 , wherein the game-migration trigger event also comprises selecting a game level for which game code required to execute the game level is not available on the client. 5. The media of claim 1 , wherein the game-migration trigger event also comprises a user finishing a level in the video game. 6. The media of claim 1 , wherein the method further comprises running, on the client, a game service client application that displays the rendered images of the video game and communicates the control input to the game server. 7. The media of claim 1 , wherein the method further comprises preprocessing the control input into an upload format that comprises less data than the control input. 8. A method of migrating execution of a video game between a client and game server, the method comprising: receiving a request to play a partial version of a game that is saved on the client, the partial version comprising less than all game content needed to play a full version of the game; loading the partial version of the game into a game execution environment on the client; executing, at the client, the partial version of the game in which control input is received from a local game controller, game objects are manipulated in response to the control input, and a rendered image of the partial version of the game is generated by the client; detecting, at the client, a game-migration trigger event for the partial version of the game, wherein the game-migration trigger comprises the user pausing the video game; in response to said detecting, communicating a game-migration instruction to a game server to begin switching game execution from the client to the game server; terminating execution of the partial version of the game on the client; communicating additional control inputs received from a local game controller to the game server; receiving rendered images of the partial version of the game from the game server that is executing the same video game code executed by the client; communicating a purchase request for the full version of the game to the game server; communicating a download request to the game server; and based at least on the download request, receiving from the game server additional executable game content for the full version of the game, wherein said receiving from the game server additional executable game content for the full version of the game occurs simultaneously with game play of the partial version of the game ongoing on the client. 9. The method of claim 8 , further comprising: receiving a plurality of partial games from a game server; and saving the plurality of partial games on the client. 10. The method of claim 8 , wherein the game-migration trigger event also comprises a request to play a portion of the full version of the game not supported by the partial version of the game. 11. The method of claim 8 , wherein said receiving from the game server additional executable game content for the full version of the game occurs simultaneously with said receiving the rendered images of the partial version of the game from the game server. 12. The method of claim 8 , wherein said terminating execution of the partial version of the game on the client occurs when at a point in game play that does not cause disruption. 13. A client computing system comprising: a processor; and computer storage memory having computer-executable instructions stored thereon which, when executed by the processor, configure the computing system to: communicate control inputs received from a local game controller to the game server; rendered images of the video game from the game server; detect a game-migration trigger event for the video game wherein the game-migration trigger comprises the user pausing the video game; in response to detecting the game-migration trigger event, communicate a game-migration instruction to a game server to begin switching game execution from the game server to the client computing system; initiate execution of the video game on the client computing system; execute, at the client computing system, a game code for a video game in which control input is received from the local game controller, game objects are manipulated in response to the control input, and a rendered image of the video game is generated by the client computing system; communicate a purchase request for a full version of the game to the game server; communicate a download request to the game server; and based at least on the download request, receive from the game server additional executable game content for the full version of the game, wherein said receiving from the game server additional executable game content for the full version of the game occurs simultaneously with game play of the partial version of the game ongoing on the game server. 14. The system of claim 13 , wherein the client computing system is further configured to detect a change in available bandwidth between the game server and the client computing system to make bandwidth available for communicating additional game code to the client computing system without disrupting receipt of the rendered image of the video from the game server; communicate a download request to the game server in response to said detecting the change in available bandwidth, and receive, at the client computing system, a block of executable game code for the video game while rec
involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory · CPC title
by saving game or status data · 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 performing operations on behalf of the game client, e.g. rendering · CPC title
for network load management, e.g. bandwidth optimization, latency reduction · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.