Dynamic allocation of split control in a video game

    公开(公告)号:US12128300B2

    公开(公告)日:2024-10-29

    申请号:US18161832

    申请日:2023-01-30

    摘要: A method includes: executing a video game by a cloud gaming computer; streaming, by a video server over a network, video generated from the executing video game to a primary client device and to one or more secondary client devices; determining an allocation of commands mapped to a first controller device operably connected to the primary client device, the allocation assigning different portions of the commands for control via the first controller and via one or more second controllers associated with the one or more secondary client devices; receiving, over the network by an input aggregation server, input data from the primary client device and the secondary client devices, and generating combined input data using the input data, that defines the commands for the video game; applying, by the cloud gaming computer, the combined input data to drive the execution of the video game.

    Transferring from a cloud-hosted instance of an application to a local instance

    公开(公告)号:US12121801B2

    公开(公告)日:2024-10-22

    申请号:US16989446

    申请日:2020-08-10

    发明人: Andrew Fear

    IPC分类号: A63F13/355 A63F13/358

    摘要: In various examples, a user may access or acquire an application to download to the user's local computing device. Upon accessing the application, a local instance of the application may begin downloading to the computing device, and the user may be given the option to play a cloud-hosted instance of the application. If the user selects to play a hosted instance of the application, the cloud-hosted instance of the application may begin streaming while the local instance of the application downloads to the user's computing device in the background. Application state data may be stored and associated with the user during gameplay such that, once the local instance of the application has downloaded, the user may switch from the hosted instance of the application to the local instance to begin playing locally, with the application state information accounted for.

    DYNAMIC ONLINE GAME IMPLEMENTATION ON A CLIENT DEVICE

    公开(公告)号:US20240333803A1

    公开(公告)日:2024-10-03

    申请号:US18736964

    申请日:2024-06-07

    申请人: Kabam, Inc.

    摘要: A system and method for providing online games on client devices based on capabilities of the client devices are disclosed. Device capability information may be obtained from the client devices during the online game. Values of one or more capability parameters may be determined based on the device capability information obtained. Device profiles may be assigned to the client devices based on the determined values of the capability parameters. One or more game features may be adjusted in accordance with the assigned device profile for implementing the online game on the client devices. The adjustable game features may include frame rate, level of detail of rendering, level of 3D graphics, level of collision effects, animation type, gameplay available for user interaction, gameplay content for user interaction, communication mode, physics effects available for display, level of artificial intelligence, and/or any other features of the online game.

    ONLINE SOFTWARE VIDEO CAPTURE AND REPLAY SYSTEM

    公开(公告)号:US20240269552A1

    公开(公告)日:2024-08-15

    申请号:US18626157

    申请日:2024-04-03

    摘要: A user-activity video signal can be received. The user-activity video signal can comprise a video capture characterizing a user's interaction with a software application on a client. The software application can have an interface display space on the client and the software application can execute on the client in operation with at least one remote backend computing system. Backend user interaction data corresponding to the user's interaction with the software application as generated by the at least one remote backend computing system can be received. A new video comprising a plurality of divided segments of the user-activity video signal can be generated automatically using the backend user interaction data and a plurality of predefined rules. The new video can be provided. Related apparatus, systems, techniques, and articles are also described.

    SYSTEMS AND METHODS FOR MEASURING INPUT LATENCY FOR CLOUD GAMING APPLICATIONS

    公开(公告)号:US20240269549A1

    公开(公告)日:2024-08-15

    申请号:US17508293

    申请日:2021-10-22

    IPC分类号: A63F13/355 A63F13/40

    CPC分类号: A63F13/355 A63F13/40

    摘要: The disclosed computer-implemented method may include (i) sending, to a cloud gaming server, cloud gaming input information with an input creation timestamp that marks when the cloud gaming input information was created, (ii) receiving, in response to sending the cloud gaming input information, a frame creation timestamp that marks when a frame was drawn for a virtual display at the cloud gaming server, (iii) storing the frame creation timestamp in memory, (iv) creating a frame render timestamp that marks a timing of an intercepted client-side video frame render event of translating the frame to draw a corresponding frame for a display at a cloud gaming client device, and (v) automatically providing feedback to improve a cloud gaming experience. Various other methods, systems, and computer-readable media are also disclosed.

    A Concept for Controlling Parameters of a Hypervisor

    公开(公告)号:US20240261675A1

    公开(公告)日:2024-08-08

    申请号:US18570109

    申请日:2021-10-14

    申请人: Intel Corporation

    摘要: A control apparatus (10), control device, control method and computer program for controlling one or more parameters of a hypervisor (100) and an apparatus, device, method, and computer program for a virtual machine (200). The control apparatus (10) comprises circuitry configured to obtain information on respective performance targets of two or more virtual machines (200) being hosted by the hypervisor (100). The circuitry is configured to set the one or more parameters of the hypervisor (100) to one or more initial values. The circuitry is configured to obtain respective results of a benchmark being run in the two or more virtual machines (200), the results of the benchmark indicating a performance of the respective virtual machines (200) with respect to the respective performance targets, with the results of the benchmark being affected by the one or more parameters. The circuitry is configured to adjust the one or more parameters based on the results of the benchmark and based on the respective performance targets. The circuitry is configured to repeat obtaining the respective results of the benchmark and adjusting the one or more parameters until a termination condition is met.