ADAPTIVE LOAD BALANCING IN SOFTWARE EMULATION OF GPU HARDWARE
    1.
    发明申请
    ADAPTIVE LOAD BALANCING IN SOFTWARE EMULATION OF GPU HARDWARE 审中-公开
    GPU硬件软件仿真中的自适应负载平衡

    公开(公告)号:US20140092087A1

    公开(公告)日:2014-04-03

    申请号:US13631803

    申请日:2012-09-28

    IPC分类号: G06T15/08

    摘要: Aspects of the present disclosure describe a software based emulator of a graphics processing unit (GPU) that is configured to operate over a cloud-based network. A virtual image containing graphics primitives is divided into a plurality of tiles. A load balancer assigns tiles to rasterization threads in order to evenly distribute the processing load. The rasterization threads then rasterize their assigned tiles and deliver rendered pixels to a frame buffer. The frame buffer builds a frame from the rendered pixels and then delivers the frame over the network to a client device platform. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    摘要翻译: 本公开的方面描述了被配置为在基于云的网络上操作的图形处理单元(GPU)的基于软件的仿真器。 包含图形基元的虚拟图像被分成多个瓦片。 负载均衡器将瓦片分配给光栅化线程,以均匀分布处理负载。 然后,光栅化线程将光栅化其分配的图块,并将呈现的像素传递到帧缓冲区。 帧缓冲区从渲染的像素建立一个帧,然后通过网络将帧传送到客户端设备平台。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    Systems and methods for ranking of cloud executed mini-games based on tag content and social network content
    2.
    发明授权
    Systems and methods for ranking of cloud executed mini-games based on tag content and social network content 有权
    基于标签内容和社交网络内容对云执行小型游戏进行排名的系统和方法

    公开(公告)号:US09358461B2

    公开(公告)日:2016-06-07

    申请号:US13779735

    申请日:2013-02-27

    摘要: Methods for managing mini-games created and executed in a game cloud system are provided. One method includes providing a plurality of mini-games stored in the game cloud system. Each mini-game is created based on a video recording of a game play for a game title, and is shared in a social network. The method further includes identifying user interactions for each mini-game and ranking the mini-games based on the identified user interactions associated with each mini-game. Then, some or all of the mini-games are displayed on a game site and/or a social network site in an order that is based on the ranking.

    摘要翻译: 提供了在游戏云系统中创建和执行的管理迷你游戏的方法。 一种方法包括提供存储在游戏云系统中的多个迷你游戏。 每个迷你游戏都是基于用于游戏标题的游戏的视频记录创建的,并且在社交网络中共享。 该方法还包括识别每个迷你游戏的用户交互并且基于与每个迷你游戏相关联的所识别的用户交互来对小型游戏进行排名。 然后,一些或所有迷你游戏以基于排名的顺序显示在游戏网站和/或社交网站上。

    Systems and Methods for Ranking of Cloud Executed Mini-Games Based on Tag Content and Social Network Content
    3.
    发明申请
    Systems and Methods for Ranking of Cloud Executed Mini-Games Based on Tag Content and Social Network Content 有权
    基于标签内容和社交网络内容的云执行小游戏排名的系统和方法

    公开(公告)号:US20140179425A1

    公开(公告)日:2014-06-26

    申请号:US13779735

    申请日:2013-02-27

    IPC分类号: A63F13/30

    摘要: Methods for managing mini-games created and executed in a game cloud system are provided. One method includes providing a plurality of mini-games stored in the game cloud system. Each mini-game is created based on a video recording of a game play for a game title, and is shared in a social network. The method further includes identifying user interactions for each mini-game and ranking the mini-games based on the identified user interactions associated with each mini-game. Then, some or all of the mini-games are displayed on a game site and/or a social network site in an order that is based on the ranking.

    摘要翻译: 提供了在游戏云系统中创建和执行的管理迷你游戏的方法。 一种方法包括提供存储在游戏云系统中的多个迷你游戏。 每个迷你游戏都是基于用于游戏标题的游戏的视频记录创建的,并且在社交网络中共享。 该方法还包括识别每个迷你游戏的用户交互并且基于与每个迷你游戏相关联的所识别的用户交互来对小型游戏进行排名。 然后,一些或所有迷你游戏以基于排名的顺序显示在游戏网站和/或社交网站上。

    METHOD FOR CREATING A MINI-GAME
    4.
    发明申请
    METHOD FOR CREATING A MINI-GAME 有权
    创建微型游戏的方法

    公开(公告)号:US20140094314A1

    公开(公告)日:2014-04-03

    申请号:US13631740

    申请日:2012-09-28

    IPC分类号: A63F13/12

    摘要: A starting location for the mini-game is chosen in the legacy game state. A snapshot is generated of that location. Once the snapshot is taken, trigger events are identified. Triggers corresponding to the trigger events are identified. A mini-game script is generated using the snapshot and triggers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    摘要翻译: 迷你游戏的起始位置是在旧版游戏状态中选择的。 生成该位置的快照。 一旦拍摄快照,就会识别出触发事件。 识别与触发事件相对应的触发。 使用快照和触发器生成迷你游戏脚本。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    SHARING RECORDED GAMEPLAY TO A SOCIAL GRAPH
    5.
    发明申请
    SHARING RECORDED GAMEPLAY TO A SOCIAL GRAPH 有权
    将记录游戏分享到社会图表

    公开(公告)号:US20130260896A1

    公开(公告)日:2013-10-03

    申请号:US13839382

    申请日:2013-03-15

    IPC分类号: A63F13/12

    摘要: 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.

    摘要翻译: 提供了一种用于将记录的游戏分享到社交图表的方法。 在玩游戏活动的活动状态期间记录用户游戏的视频。 接收到在游戏进程的活动状态期间启动共享操作的命令。 响应于接收到该命令,输入游戏会话的暂停状态并呈现共享接口。 经由共享接口接收的输入被处理以确定用户定义的所录制的视频的选择。 录制的视频的用户定义的选择被共享给用户的社交图,并且恢复玩游戏会话的活动状态。

    Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play
    6.
    发明申请
    Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play 有权
    基于云的游戏片段生成和无摩擦的社交共享与即时播放

    公开(公告)号:US20140179426A1

    公开(公告)日:2014-06-26

    申请号:US13797900

    申请日:2013-03-12

    IPC分类号: A63F13/00

    摘要: 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.

    摘要翻译: 用于处理游戏棋盘的方法和系统包括在显示器上呈现多个游戏。 每个游戏与多个游戏片段相关联,并且每个游戏片段是游戏的预先选择的部分。 在游戏的初始图像附近检测被动选择活动。 作为响应,呈现游戏的游戏切片的主要视频段。 在主视频片段的呈现期间,检测主视频片段的主动选择活动。 活动选择活动导致游戏切片的可执行代码被加载以允许在游戏切片内播放游戏的解锁子集。 记录游戏片内游戏解锁子集的播放,以定义次要视频段。 张贴次要视频片段以与社交网络的用户共享。

    REPLAY AND RESUMPTION OF SUSPENDED GAME
    7.
    发明申请
    REPLAY AND RESUMPTION OF SUSPENDED GAME 有权
    暂停和恢复暂停游戏

    公开(公告)号:US20140094313A1

    公开(公告)日:2014-04-03

    申请号:US13631725

    申请日:2012-09-28

    IPC分类号: A63F13/12

    摘要: A client device platform may provide an emulator with game inputs to advance an emulated game from a first state to a second state. The emulator may record the game inputs. Once the emulation of the game is suspended, the client device platform may deliver a replay request to the emulator. Upon receiving the replay request, the emulator may re-emulate the game inputs that have been stored in the emulator's memory. The re-emulation will produce the replay which may be delivered back to the client device platform. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    摘要翻译: 客户端设备平台可以向模拟器提供游戏输入以将模拟游戏从第一状态推进到第二状态。 模拟器可以记录游戏输入。 一旦游戏的仿真被暂停,客户端设备平台可以向仿真器发送重播请求。 在接收到重播请求后,仿真器可能会重新仿真存储在仿真器内存中的游戏输入。 重新仿真将产生可以传回客户端设备平台的重放。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开内容的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    SUSPENDING STATE OF CLOUD-BASED LEGACY APPLICATIONS
    8.
    发明申请
    SUSPENDING STATE OF CLOUD-BASED LEGACY APPLICATIONS 有权
    基于云的LEGACY应用的暂停状态

    公开(公告)号:US20140004957A1

    公开(公告)日:2014-01-02

    申请号:US13791379

    申请日:2013-03-08

    IPC分类号: A63F13/12

    摘要: A snapshot of an emulated game may be generated by a snapshot generator. At some point during the emulation of the emulated game, a snapshot generator delivers a suspension request to an emulator. Once the suspension request is received, the emulator will suspend the emulated title. The emulator generates a snapshot of the emulated game by recording the current state of all devices being emulated. The snapshot is then delivered to the snapshot generator. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    摘要翻译: 仿真游戏的快照可能由快照生成器生成。 在仿真游戏仿真期间的某个时刻,快照生成器向仿真器提供暂停请求。 收到暂停请求后,仿真器将暂停模拟的标题。 仿真器通过记录正在仿真的所有设备的当前状态来生成仿真游戏的快照。 然后将快照传送到快照生成器。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。

    METHOD AND APPARATUS FOR EMULATION ENHANCEMENT
    9.
    发明申请
    METHOD AND APPARATUS FOR EMULATION ENHANCEMENT 有权
    用于模拟增强的方法和装置

    公开(公告)号:US20090082102A1

    公开(公告)日:2009-03-26

    申请号:US12234325

    申请日:2008-09-19

    IPC分类号: A63F9/24

    CPC分类号: G06F9/45537

    摘要: An emulation enhancement method in a first video game platform for enhancing execution of video games written for a second video game platform includes receiving an input signal written for the second video game platform, analyzing the input signal written for the second video game platform, intercepting a control signal from the input signal based on a set criteria, enhancing the control signal to generate an enhanced control signal for the first video game platform, and outputting the enhanced control signal. The control signal carries an audio effect component, a video effect component and a haptic effect component that are outputted on a user output display. Enhancing the control signal augments the audio effect component and the video effect component of the control signal and generates the enhanced control signal that utilizes additional platform capabilities on the first video game platform.

    摘要翻译: 用于增强为第二视频游戏平台编写的视频游戏的执行的第一视频游戏平台中的仿真增强方法包括接收为第二视频游戏平台写入的输入信号,分析为第二视频游戏平台写入的输入信号,截取 基于设定标准从输入信号控制信号,增强控制信号以产生用于第一视频游戏平台的增强的控制信号,并输出增强的控制信号。 控制信号携带在用户输出显示器上输出的音频效果分量,视频效果分量和触觉效果分量。 增强控制信号增强了音频效果分量和控制信号的视频效果分量,并产生了在第一视频游戏平台上利用附加平台功能的增强控制信号。

    Systems and methods for sharing cloud-executed mini-games, challenging friends and enabling crowd source rating
    10.
    发明授权
    Systems and methods for sharing cloud-executed mini-games, challenging friends and enabling crowd source rating 有权
    用于共享云执行的迷你游戏的系统和方法,挑战性的朋友,并提供人群来源评级

    公开(公告)号:US08834277B2

    公开(公告)日:2014-09-16

    申请号:US13797894

    申请日:2013-03-12

    IPC分类号: A63F13/12 G06F17/30 A63F13/30

    摘要: Systems and methods for managing sharing of mini-games over a game cloud system are provided. One example method includes receiving a request to access games through a user account. A user interface with a plurality of games is presented for a user to view and play, upon successful access to the user account. A first game is played and a video is generated recording the game play. Selection of a portion of the recorded video is received from the first user and a mini-game is generated from the selected video portion. Mini-game generated includes the recorded video and an executable portion. The mini-game is posted to a website along with a challenge comment upon first user's request for sharing the mini-game. One or more game plays for the posted mini-game are received and mini-game play videos are generated. The mini-game play videos are provided to other users during sharing.

    摘要翻译: 提供了通过游戏云系统管理小型游戏共享的系统和方法。 一个示例性方法包括接收通过用户帐户访问游戏的请求。 在成功访问用户帐户之后,提供具有多个游戏的用户界面供用户查看和播放。 播放第一个游戏,并生成记录游戏的视频。 从第一用户接收录制视频的一部分的选择,并从所选择的视频部分生成迷你游戏。 生成的小型游戏包括记录的视频和可执行部分。 迷你游戏被发布到网站以及第一个用户分享迷你游戏的请求的挑战性评论。 收到一个或多个游戏,并且生成小型游戏播放视频。 小型游戏播放视频在共享期间提供给其他用户。