Abstract:
A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. A plurality of user-defined portions of the user's recorded gameplay is determined. For each user-defined portion, boundaries within a gameplay context of the video game based on the user-defined portion, and a playable portion of the video game is generated based on the defined boundaries. Each of the playable portions of the video game is arranged in a series to define the limited version of the video game; wherein the method is executed by a processor.
Abstract:
A method for sharing recorded gameplay to a social graph is provided. Video of a user's gameplay is recorded during an active state of a gameplay session. A command is received to initiate a sharing operation during the active state of the gameplay session. In response to receiving the command, a paused state of the gameplay session is entered and a sharing interface is presented. Input received via the sharing interface is processed to determine a user-defined selection of the recorded video. The user-defined selection of the recorded video is shared to a social graph of the user, and the active state of the gameplay session is resumed.
Abstract:
A video service is provided by one or more servers which communicate directly with one more clients over a network. The service may provide digital optical disc data storage formatted video, such as for example a Blu-ray format video, and allows Blu-ray video to be streamed to a client device over the network. The system may utilize direct and fast content delivery of content typically found on a high definition digital optical disc. The content may include a movie as well as featurettes and other content. The video service may also include augmented content and may provide overlay content. In addition to these features, the video streaming service may also provide community content as an overlay to improve a user's viewing experience.
Abstract:
A first application executes on one or more computing systems to generate a series of original frame pixel data sets for rendering of graphical images associated with the first application execution. A second application executes on one or more computing systems to detect one or more key graphical images present in the series of original frame pixel data sets. Upon detection of the one or more key graphical images, the second application directs replacement of a portion of pixel data in the series of original frame pixel data sets with substitute pixel data so as to generate a series of modified frame pixel data sets for encoding in lieu of the series of original frame pixel data sets.
Abstract:
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.
Abstract:
Video server systems and methods for providing video streams to a plurality of remote clients are described. In one implementation, the video streams are based on game states received from a remote game server. The game states are dependent on game commands received by the video server system from the remote clients and forwarded to the remote game server. The video server system is configured to appear, from the point of view of the game server, as more than one client. For example, the video server system may receive game states from the remote game server at more than one different Internet Protocol address and each of these Internet Protocol addresses may be associated with a different game session.
Abstract:
Instances of the one or more computer processing applications are allocated to a subset of terminal processing systems in a plurality of terminal processing systems that are coupled to a network. Each application may be accessed by one or more remote client devices via the network. Each client device has one or more associated users. Each application has an associated power consumption profile and the instances are allocated to the terminal processing systems in accordance with the power consumption profiles and an aggregate power consumption capacity for the plurality of terminal processing systems. The instances are allocated to the terminal processing systems in a way that optimizes a number of users per unit power allocated to the plurality of terminal processing systems.
Abstract:
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU. The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream.
Abstract:
Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.
Abstract:
Methods and system for processing a game slice of a game includes presenting a plurality of games on a display. Each game is associated with a plurality of game slices and each game slice is a pre-selected portion of the game. Passive selection activity is detected proximate to an initial image of a game. In response, a primary video segment of a game slice of the game is rendered. During the rendering of the primary video segment, active selection activity is detected for the primary video segment. The active selection activity causes executable code of the game slice to be loaded to allow playing of an unlocked subset of the game within the game slice. The plays of the unlocked subset of the game within the game slice are recorded to define secondary video segments. The secondary video segments are posted for sharing with users of a social network.