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公开(公告)号:US6050898A
公开(公告)日:2000-04-18
申请号:US856442
申请日:1997-05-14
申请人: Mark Vange , Alexander Effimov , Michael Kouts , Vladimir Lagutin , David McKeller , Marc Plumb , Daniel Shields , Glen Wilson
发明人: Mark Vange , Alexander Effimov , Michael Kouts , Vladimir Lagutin , David McKeller , Marc Plumb , Daniel Shields , Glen Wilson
CPC分类号: A63F13/358 , A63F13/12 , H04L29/06 , H04L47/10 , H04L47/20 , H04L47/22 , H04L47/283 , A63F13/335 , A63F2300/407 , A63F2300/50 , A63F2300/534 , A63F2300/535 , H04L29/06027 , H04L43/0852 , H04L43/0894 , H04L67/38 , H04L69/329
摘要: An interactive multi-player computer hosted game employs an unstructured telecommunications link, such as the Internet, between a game server and a plurality of game clients. A game server, associated with a game driver, performs a performance monitoring function to determine an optimal bandwidth for each connection to a game client. Each information packet generated by the game driver is prioritized and queued for transmission in order of relevance for the game client. The game server then optimizes the transmission of information packets through the telecommunication network to the game client. Processed user input is received through the telecommunication network from the game client and transmitted to the game driver.
摘要翻译: 交互式多玩家计算机托管游戏在游戏服务器和多个游戏客户端之间采用诸如因特网之类的非结构化电信链路。 与游戏驱动器相关联的游戏服务器执行性能监视功能,以确定与游戏客户端的每个连接的最佳带宽。 由游戏驱动器生成的每个信息包被优先排序并排队等待游戏客户端的相关性。 然后游戏服务器通过电信网络将信息包的传输优化到游戏客户端。 处理的用户输入通过电信网络从游戏客户端接收并发送给游戏驱动程序。
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公开(公告)号:US06390922B1
公开(公告)日:2002-05-21
申请号:US09513606
申请日:2000-02-23
申请人: Mark Vange , Alexander Effimov , Michael Kouts , Vladimir Lagutin , David McKeller , Marc Plumb , Daniel Shields , Glen Wilson
发明人: Mark Vange , Alexander Effimov , Michael Kouts , Vladimir Lagutin , David McKeller , Marc Plumb , Daniel Shields , Glen Wilson
IPC分类号: A63F1300
CPC分类号: A63F13/358 , A63F13/12 , A63F13/335 , A63F2300/407 , A63F2300/50 , A63F2300/534 , A63F2300/535 , H04L29/06 , H04L29/06027 , H04L43/0852 , H04L43/0894 , H04L47/10 , H04L47/20 , H04L47/22 , H04L47/283 , H04L67/38 , H04L69/329
摘要: An interactive multi-player computer hosted game employs an unstructured telecommunications link, such as the Internet, between a game server and a plurality of game clients. A game server, associated with a game driver, performs a performance monitoring function to determine an optimal bandwidth for each connection to a game client. Each information packet generated by the game driver is prioritized and queued for transmission in order of relevance for the game client. The game server then optimizes the transmission of information packets through the telecommunication network to the game client. Processed user input is received through the telecommunication network from the game client and transmitted to the game driver.
摘要翻译: 交互式多玩家计算机托管游戏在游戏服务器和多个游戏客户端之间采用诸如因特网之类的非结构化电信链路。 与游戏驱动器相关联的游戏服务器执行性能监视功能,以确定与游戏客户端的每个连接的最佳带宽。 由游戏驱动器生成的每个信息包被优先排序并排队等待游戏客户端的相关性。 然后游戏服务器通过电信网络将信息包的传输优化到游戏客户端。 处理的用户输入通过电信网络从游戏客户端接收并发送给游戏驱动程序。
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