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公开(公告)号:US20170144074A1
公开(公告)日:2017-05-25
申请号:US15391655
申请日:2016-12-27
IPC分类号: A63F13/86 , A63F13/31 , A63F13/95 , A63F13/497 , A63F13/73
CPC分类号: A63F13/86 , A63F13/00 , A63F13/31 , A63F13/497 , A63F13/53 , A63F13/73 , A63F13/95 , A63F2300/305 , A63F2300/50 , A63F2300/577 , A63F2300/634
摘要: A system and method for recording and playback of game data is provided. A recording engine may be configured to record and playback game data, including broadcast data received over a network. The recording engine may be included in a game console or at other network-enabled devices, such as a desktop computer. The recording engine may be configured to record the game data in a buffer memory, an archival memory, and to assist in the display of the game (e.g., interacting with a graphics processing unit). Game data stored in the buffer memory may later be transferred to the archival memory. Playback commands may be operable when a portion of the game broadcast has been recorded. When a playback command is received, the game recording engine may access a portion of the game data from buffer or archival memory and displays a selected portion and may be subject to certain seek functions (e.g., fast forward and rewind). Spectators may be able to independently archive and playback game data using local memory.
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公开(公告)号:US10099145B2
公开(公告)日:2018-10-16
申请号:US15391655
申请日:2016-12-27
摘要: A system and method for recording and playback of game data is provided. A recording engine may be configured to record and playback game data, including broadcast data received over a network. The recording engine may be included in a game console or at other network-enabled devices, such as a desktop computer. The recording engine may be configured to record the game data in a buffer memory, an archival memory, and to assist in the display of the game (e.g., interacting with a graphics processing unit). Game data stored in the buffer memory may later be transferred to the archival memory. Playback commands may be operable when a portion of the game broadcast has been recorded. When a playback command is received, the game recording engine may access a portion of the game data from buffer or archival memory and displays a selected portion and may be subject to certain seek functions (e.g., fast forward and rewind). Spectators may be able to independently archive and playback game data using local memory.
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