20240009556. CLOUD-BASED GAMING SYSTEM FOR SUPPORTING LEGACY GAMING APPLICATIONS WITH HIGH FRAME RATE STREAMS simplified abstract (Google LLC)

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CLOUD-BASED GAMING SYSTEM FOR SUPPORTING LEGACY GAMING APPLICATIONS WITH HIGH FRAME RATE STREAMS

Organization Name

Google LLC

Inventor(s)

Danny Hong of New York NY (US)

Sam John of Dublin CA (US)

CLOUD-BASED GAMING SYSTEM FOR SUPPORTING LEGACY GAMING APPLICATIONS WITH HIGH FRAME RATE STREAMS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240009556 titled 'CLOUD-BASED GAMING SYSTEM FOR SUPPORTING LEGACY GAMING APPLICATIONS WITH HIGH FRAME RATE STREAMS

Simplified Explanation

The abstract describes a cloud-based gaming server that adjusts the frame rate of a game based on the capabilities of the client system. If the client system cannot handle the first frame rate, the server generates skip frames to repeat certain game frames. The server encodes the game frames and inserts skip frames to create a game stream, which is then transmitted to the client system.

  • The cloud-based gaming server adjusts the frame rate of a game based on the client system's capabilities.
  • If the client system cannot handle the initial frame rate, skip frames are generated to repeat certain game frames.
  • The server encodes the game frames and inserts skip frames to create a game stream.
  • The game stream is packetized and transmitted to the client system.

Potential applications of this technology:

  • Cloud gaming platforms can use this technology to optimize the gaming experience for users with different types of client systems.
  • It can be used to ensure smooth gameplay by adjusting the frame rate dynamically based on the client's capabilities.
  • This technology can be implemented in multiplayer gaming to maintain synchronization between players with varying client system capabilities.

Problems solved by this technology:

  • It addresses the issue of mismatched frame rates between the server and client systems, ensuring a smoother gaming experience.
  • It solves the problem of frame rate drops on client systems that cannot handle the initial frame rate, by generating skip frames to maintain the desired frame rate.

Benefits of this technology:

  • Users with lower-end client systems can still enjoy gaming at an optimized frame rate by utilizing skip frames.
  • It allows for efficient transmission of game streams by encoding and inserting skip frames, reducing bandwidth requirements.
  • This technology improves the overall gaming experience by dynamically adjusting the frame rate based on the client system's capabilities.


Original Abstract Submitted

a cloud-based gaming server renders a set of game frames at a first frame rate for a current client gaming session. an encoder of the server then determines whether the first frame rate is lower than a second frame rate associated with the encoder. in response to the first frame rate being lower, the encoder is configured to generate skip frames, with each skip frame indicating that a game frame of the set of game frames is to be repeated. the encoder also encodes the set of game frames to produce a set of encoded game frames and inserts one or more skip frames between two or more encoded game frames of the set of encoded game frames to produce a game stream. the server then packetizes the game stream and transmits the packetized game stream to a client system associated with the current client system.