Ultra-low latency game system

The ultra-low latency game system addresses high latency issues in conventional systems by employing UWB and USB modules to achieve 0.2 ms to 8.2 ms delay, improving game performance and user experience through efficient data and positioning management.

JP7842484B2Active Publication Date: 2026-04-08AIFRUTECH CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-21
Publication Date
2026-04-08

AI Technical Summary

Technical Problem

Conventional game systems suffer from high latency and poor user experience due to long communication times and data transmission delays, particularly with USB and Bluetooth communication, which exceed 100 ms and 16 ms respectively, affecting the performance of game control devices and smart terminals.

Method used

An ultra-low latency game system utilizing ultra-low latency communication modules, such as UWB and USB modules, with delay periods between 0.2 ms and 8.2 ms, to reduce latency between game hosts and control devices, incorporating signal acquisition, buffer management, and mode-switching mechanisms for precise positioning and data transmission.

Benefits of technology

Significantly reduces communication delay time to 0.2 ms to 8.2 ms, enhancing game operation experience by improving transmission efficiency and realism, especially in VR/3D games, through precise positioning and efficient data handling.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention discloses an ultra-low latency game system that solves the technical problem in the technical field of game systems, namely, the long latency of conventional game control devices and the poor user experience. The system includes a game host and at least one game control device, all of which are communicatively connected to the game host. The game host includes a first ultra-low latency communication module, and the game control device includes a second ultra-low latency communication module. The game host is communicatively connected to the game control device via the first and second ultra-low latency communication modules. The present invention achieves ultra-low latency communication between the game host and the game control device, significantly reducing the communication latency from the game control device to the game host to 0.2 ms to 8.2 ms, compared to the conventional latency of 16 ms. This significantly reduces the latency and improves transmission efficiency, resulting in a significantly improved game operation experience.
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Description

Technical Field

[0001] The present invention relates to the technical field of game systems, and particularly to an ultra-low-latency game system.

Background Art

[0002] With the development of science and technology and the popularization of smart terminals such as computers, smartphones, and game control devices, the functions of smart terminals have become increasingly rich, the development of the game industry has become rapid, the types of games have become increasingly numerous, and particularly, operation-based games are popular among users, and more and more game systems have begun to appear. Players' requirements for the performance of game control devices, smart terminals, and auxiliary electronic devices are also becoming increasingly high.

[0003] Conventional game control devices generally use USB, Bluetooth, etc. for signal transmission. However, the latency of Bluetooth communication usually exceeds 100 ms, and Bluetooth signal transmission causes mutual interference, data loss, etc., resulting in a large latency in transmission. The latency of USB communication is all 8 ms or more, generally 8 - 16 ms, and the communication interval for one round trip between the game host and the game control device may reach 16 ms. Furthermore, the game host processes information every 16 ms, and there is a problem of long latency. Therefore, for conventional wired or wireless communication game control devices, there are problems such as long communication time with the game host and latency in data transmission, which further affect the game experience of users. Thus, there is an urgent need for a game system capable of ultra-low latency.

Summary of the Invention

Problems to be Solved by the Invention

[0004] The objective of the present invention is to provide an ultra-low latency game system that solves the technical problems present in conventional game systems, such as extremely long latency and poor user experience. Many of the technical effects that may result from preferred technical solutions among the many technical solutions according to the present invention will be described in detail below. [Means for solving the problem]

[0005] To achieve the above objective, the present invention The present invention provides an ultra-low latency game system comprising a game host and at least one game control device, all of which are communicably connected to the game host, wherein the game host includes a first ultra-low latency communication module, the game control device includes a second ultra-low latency communication module, the game host is communicably connected to each of the game control devices with ultra-low latency by the first and second ultra-low latency communication modules, the ultra-low latency period is set by the HID descriptors of the first and second ultra-low latency communication modules, the ultra-low latency period is between 0.2ms and n+0.2ms, and n is an integer in the range of 1 to 8.

[0006] Preferably, the first ultra-low latency communication module includes a first UWB module, and the second ultra-low latency communication module includes a second UWB module, and the ultra-low latency delay period of the wireless communication between the first UWB module and the second UWB module is 0.2 ms to n + 0.2 ms or less, where n is an integer in the range of 1 to 8.

[0007] Preferably, the game host further includes a USB dongle receiver, and the first ultra-low latency communication module is provided on the USB dongle receiver (12).

[0008] Preferably, the first ultra-low latency communication module further includes a first USB module, and the second ultra-low latency communication module further includes a second USB module, and the wired communication between the first USB module and the second USB module is an interrupt transmission mode with an ultra-low latency delay period of 0.2ms to n+0.2ms or less, where n is an integer in the range of 1 to 8.

[0009] Preferably, the game control device further includes a signal acquisition module and a buffer, the signal acquisition module periodically scans and collects the key state signals of each game key of the game control device at each scan cycle, stores them in the buffer in real time, and transmits them to the game host by the second ultra-low latency communication module within a transmission cycle, the transmission cycle being the duration for which the key state signals are transmitted, and the latency cycle being the sum of the transmission cycle and the cache cycle.

[0010] Preferably, when n is 1, the delay period is 1 ms, the scan period is 100 μs, the cache period is 800 μs, and the transmission period is 200 μs.

[0011] Preferably, if the key state signal collected by the game control device at the start of transmission in the transmission cycle is cached in the buffer in a timely manner, it is transmitted to the game host within the transmission cycle with a minimum delay of 0.2 ms; if the key state signal collected by the game control device at the start of cache in the cache cycle is cached in the buffer in a timely manner, it is transmitted to the game host within the transmission cycle with a delay of 1.0 ms; if the key state signal collected by the game control device within the transmission cycle of the previous delay cycle is not cached in the buffer in a timely manner, it is transmitted to the game host within the transmission cycle of the current delay cycle with a maximum delay of 1.2 ms; and the start of transmission is the 0 μs time when the transmission cycle begins.

[0012] Preferably, the game control device further includes a key control positioning module and a switching module. The second UWB module is also used to position the relative position of the game control device. The key control positioning module is used to position the absolute position of the game control device. The switching module is used to switch the positioning mode for the second UWB module or the key control positioning module according to the game type of the game host, and to determine whether it is the UWB positioning mode or the conventional positioning mode. When the positioning mode of the game control device is UWB positioning mode, the game host is wirelessly connected to the second UWB module of each game control device by a first UWB module, and each second UWB module determines the distance between each game control device and the game host, that the multiple game control devices are wirelessly connected to each other by the second UWB module, and the distance between each game control device.

[0013] Preferably, when the game control device determines that each positioning mode is a UWB positioning mode, it transmits a positioning data signal to the second UWB module of the other game control device via the second UWB module at each delay period, records the transmission time, waits for the other game control device to transmit a feedback signal of the received positioning data signal, records the reception time, calculates real-time relative position information with each of the other game control devices based on the time difference between the reception time and the transmission time, and the data transmission speed, and each game control device collects the corresponding key state signal and real-time relative position information by scanning and transmits them to the game host in a timely manner. When each game control device determines that its positioning mode is a conventional positioning mode, it obtains real-time absolute position information from the key control positioning module at each delay cycle, and each game control device collects the corresponding key state signal and real-time absolute position information by scanning and transmits them to the game host in a timely manner.

[0014] Preferably, the game control device further includes a device control module and the game key, wherein the device control module is connected to all of the second ultra-low latency communication module, signal acquisition module, buffer, key control positioning module, switching module, and game key. The game host receives real-time relative position information for each of the game control devices, matches the respective related spatial positions of the game characters corresponding to each of the game control devices in real time based on the real-time relative position information, and receives key state signals from each of the game control devices, and matches the respective related game actions of the game characters corresponding to each of the game control devices in real time according to the key state signals. [Effects of the Invention]

[0015] By implementing one of the above-mentioned technical solutions of the present invention, the following advantages and beneficial effects are obtained. The present invention realizes ultra-low latency communication between a game host and a game control device, significantly reducing the communication delay time between the game control device and the game host to 0.2ms to 8.2ms, which is a significant reduction in latency compared to the conventional delay of 16ms, significantly improving transmission efficiency, and significantly improving the game operation experience. [Brief explanation of the drawing]

[0016] To more clearly explain the technical solutions of the embodiments of the present invention, the drawings necessary for describing the embodiments will be briefly introduced below. However, the drawings in the following description represent only a few embodiments of the present invention, and it will be obvious to those skilled in the art that other drawings can be obtained based on these drawings without any creative effort. [Figure 1] This is a schematic diagram illustrating the overall configuration of the ultra-low latency game system of the present invention. [Figure 2] This is a flowchart of the ultra-low latency of the ultra-low latency game system of the present invention. [Figure 3] This is a schematic diagram of the structure of the game control device for the ultra-low latency game system of the present invention. [Figure 4] This is a first schematic diagram of the structure of the game host in the ultra-low latency game system of the present invention. [Figure 5] This is a second schematic diagram of the structure of the game host in the ultra-low latency game system of the present invention. [Figure 6] This is a flowchart of the operation steps for the ultra-low latency game in the ultra-low latency game system of the present invention. [Modes for carrying out the invention]

[0017] To further clarify the object, technical solution and advantages of the present invention, the various exemplary embodiments described below, with reference to their respective drawings, constitute a part of the embodiments illustrating various exemplary embodiments that may be employed to realize the present invention. Identical figures in different drawings indicate identical or similar elements unless otherwise specified. The embodiments described below in the exemplary embodiments do not represent all embodiments conforming to this disclosure. They are merely examples of flows, methods, apparatus, etc., that are consistent with some aspects of the disclosure of the present invention as described in detail in the appended claims, and it should be understood that other embodiments may be used or structural and functional modifications may be made to the embodiments listed herein without departing from the scope and essence of the present invention.

[0018] In the description of the present invention, terms such as "center", "vertical direction", "horizontal direction", etc. are based on the orientation or positional relationship shown in the drawings, and are used only for facilitating the description of the present invention and simplifying the description, and do not indicate or imply that such elements must have a specific orientation, be configured or operate in a specific orientation. Terms such as "first", "second", etc. are for the purpose of description only, and cannot be construed as indicating or implying relative importance or the number of the indicated technical features. The term "plurality" indicates a meaning of two or more. The terms "connected" and "connected to" should be understood in a broad sense, and may be, for example, a fixed connection, a removable connection, an integral connection, a mechanical connection, an electrical connection, a communication connection, a direct connection, a wired connection, a wireless connection, an indirect connection through an intermediate medium, etc., or may be an internal communication between two elements or an interaction relationship between two elements. The term "and / or" includes any and all combinations of one or more of the associated listed components. The specific meanings of the above terms in the present invention can be understood by those skilled in the art according to specific situations.

[0019] Hereinafter, in order to explain the technical solution according to the present invention, specific examples will be used for explanation below, and only the parts related to the embodiments of the present invention will be shown.

[0020] Example 1 As shown in FIGS. 1 to 4, the present invention provides an embodiment of an ultra-low-latency game system. This ultra-low-latency game system includes a game host 1 and at least one game control device 2 communicably connected to the game host 1. Each game control device 2 is communicably connected to the game host 1 (either by a wired communication connection or a wireless communication connection). Specifically, the game host 1 includes a first ultra-low-latency communication module 11, the game control device 2 includes a second ultra-low-latency communication module 21, and the game host 1 is communicably connected to each game control device 2 with ultra-low latency by the first ultra-low-latency communication module 11 and the second ultra-low-latency communication module 21. The delay period of the ultra-low latency is set by the HID descriptors of the first ultra-low-latency communication module 11 and the second ultra-low-latency communication module 21. The delay period of the ultra-low latency is 0.2 ms to n + 0.2 ms or less, and n is an integer in the range of 1 to 8.

[0021] As an optional embodiment, the first ultra-low-latency communication module 11 may be built-in (i.e., directly provided inside the game host 1), or may be an external type. That is, the game host may further include a USB dongle receiver 12, and the first ultra-low-latency communication module 11 is provided on the USB dongle receiver 12. Thereby, the general compatibility of the present invention becomes higher and can be adapted to any game host 1. Therefore, the game experience of existing game hosts can be significantly improved.

[0022] In an optional embodiment, the first ultra-low latency communication module 11 includes a first UWB module 111 and / or a first USB module 112 (i.e., it may be just a UWB module, just a USB module, or include both a UWB module and a USB module), in which case the second ultra-low latency communication module 21 may include a second UWB module 211 and / or a second USB module 212, i.e., the game host 1 may perform an ultra-low latency wireless communication connection using UWB technology and the game control device 2, or the game host 1 may perform an ultra-low latency wired communication connection using USB technology and the game control device 2.

[0023] In an optional embodiment, the first ultra-low latency communication module 11 includes a first UWB module 111, in which case the second ultra-low latency communication module 21 includes a second UWB module 211, and the ultra-low latency delay period of the wireless communication between the first UWB module 111 and the second UWB module 211 is 0.2ms to n+0.2ms or less, where n is an integer in the range of 1 to 8. That is, the game host 1 and the game control device 2 achieve an ultra-low latency wireless communication connection of 0.2ms to n+0.2ms using UWB technology, significantly improving the gaming experience.

[0024] In an optional embodiment, the first ultra-low latency communication module 11 includes a first USB module 112, in which case the second ultra-low latency communication module 21 includes a second USB module 212, and the wired communication between the first USB module 112 and the second USB module 212 is an interrupt transmission mode (i.e., polling transmission mode) with an ultra-low latency period of 0.2ms to n+0.2ms or less, where n is an integer in the range of 1 to 8. In other words, the game host 1 and the game control device 2 achieve an ultra-low latency wired communication connection of 0.2ms to n+0.2ms using USB technology, significantly improving the gaming experience.

[0025] Furthermore, both the first UWB module 111 and the second UWB module 211 are wireless carrier communication technologies using a frequency bandwidth of 1 GHz or higher, and transmit data using nanosecond-level non-sinusoidal narrow pulses. They have advantages such as not being sensitive to channel fading, having a low power spectral density of the transmitted signal, a low cutoff rate, low system complexity, and centimeter-level positioning accuracy, and can increase the transmission speed of signals between devices and significantly reduce latency.

[0026] In an optional embodiment, the game control device 2 further includes a signal acquisition module 22 and a buffer 23. The signal acquisition module 22 periodically scans and collects the key state signals of each game key 27 of the game control device 2 at each scan cycle, stores them in the buffer 23 in real time, and transmits them to the game host 1 by the second ultra-low latency communication module 21 within the transmission cycle. Specifically, the transmission cycle is the duration for which the key state signals are transmitted, which is generally 200 μs (i.e., 0.2 ms, and 200 μs is required for transmission due to hardware processing limitations), and the delay cycle is the sum of the transmission cycle and the cache cycle. Specifically, the delay cycle, transmission cycle, cache cycle, and scan cycle are all set by the HID descriptors of the first ultra-low latency communication module 11 and the second ultra-low latency communication module 21.

[0027] In any embodiment, since the duration of a user's normal key action is longer than 0.2 ms, if the duration of a key action is less than 0.2 ms, it may be determined to be jitter and ignored. After the user presses a key, the signal acquisition module 22 can acquire the key state signal in a timely manner, acquire the level signal (i.e., the key state signal) that is still continuing in the cache cycle, and store it in the cache 23 in real time. If a key is pressed during the transmission cycle, the key state signal may be acquired after the transmission cycle and stored in the buffer 23 in real time. That is, the key state signal may only be stored in the buffer 23 during the transmission cycle if it is not possible to store the key state signal in the buffer 23, and the key state signal in the buffer 23 is transmitted to the game host 1.

[0028] As shown in Figure 2, using this figure as an example, when n is 1, the delay period is 1 ms, the scan period is 100 μs, the buffer period is 800 μs, and the transmission period is 200 μs. Furthermore, the delay time for the ultra-low delay does not exceed 0.2 ms to 1.2 ms, that is, the maximum delay time for the ultra-low delay is 1.2 ms, and the minimum delay time for the ultra-low delay is 0.2 ms. For a more accurate explanation, we define the concepts of a cache start time, which is 0 μs from the start of the cache period; a cache end time, which is 800 μs from the start of the cache period and equivalent to the transmission start time; a transmission start time, which is 0 μs from the start of the transmission period; and a transmission end time, which is 200 μs from the start of the transmission period. When n is 8, the delay period is 8 ms, the scan period is 100 μs, the cache period is 7800 μs (i.e., 7.8 ms), and the transmission period is 200 μs. Furthermore, the ultra-low latency delay time is between 0.2ms and 8.2ms or less, meaning that the maximum ultra-low latency delay time is 8.2ms and the minimum ultra-low latency delay time is 0.2ms.

[0029] As shown in Figure 2, the HID descriptors of the first ultra-low latency communication module 11 and the second ultra-low latency communication module 21 set an ultra-low latency delay period, with the ultra-low latency delay period being 1 ms. The signal acquisition module 22 of the game control device 2 periodically scans and collects the key state signals of each game key 27 of the game control device 2 (one scan period every 100 μs), stores them in the buffer 23 in real time, and transmits them to the game host 1 by the first ultra-low latency communication module 11 within the transmission cycle. During the transmission cycle (i.e., the period from the start of transmission to the end of transmission), the key state signals cannot be stored in the buffer 23, and the key state signals within the transmission cycle can only be stored in the buffer 23 if the key state signals in the buffer 23 have been transmitted to the game host 1.

[0030] More specifically, if the game control device 2 caches the key state signal collected at the start of the transmission cycle in buffer 23 in a timely manner, it transmits it to the game host 1 within the transmission cycle, with a minimum delay of 0.2 ms. If the game control device 2 caches the key state signal collected at the start of the cache cycle in buffer 23 in a timely manner, it transmits it to the game host 1 within the transmission cycle, with a delay of 1.0 ms. If the game control device 2 does not cache the key state signal collected during the transmission cycle of the previous delay cycle in buffer 23 in a timely manner, it transmits it to the game host 1 within the transmission cycle of the current delay cycle, with a maximum delay of 1.2 ms.

[0031] This invention realizes ultra-low latency communication between a game host and a game control device, drastically reducing the communication delay time from the game control device to the game host to within 0.2ms to 1.2ms. This represents a significant reduction in latency compared to the conventional 16ms delay, greatly improving transmission efficiency and enhancing the game operation experience.

[0032] Example 2 As shown in Figures 1 to 4, based on Embodiment 1, the game control device 2 further includes a key control positioning module 24 and a switching module 25. The second UWB module 211 is used to position the relative position of the game control device 2, and the key control positioning module 24 is used to position the absolute position of the game control device 2. Specifically, the key control positioning module 24 may be the up, down, left, right keys, rockers, etc., of the game control device 2, and is used to control the direction and position of game operation of the game host 1. The switching module 25 switches the positioning mode for the second UWB module 211 or the key control positioning module 24 according to the game type of the game host 1, and further determines whether it is a UWB positioning mode or a conventional positioning mode. In other words, the switching module 25 allows mutual switching between the second UWB module 211 and the key control positioning module 24.

[0033] Specifically, when the positioning mode of the game control device 2 is switched to UWB positioning mode, the game host 1 is wirelessly connected to the second UWB module 211 of the game control device 2 by the first UWB module 111, and each of the second UWB modules 211 determines the distance between each game control device 2 and each of the game hosts 1, that multiple game control devices 2 are wirelessly connected to each other by the second UWB modules 21, and the distance between the game control devices 2.

[0034] In an optional embodiment, if each game control device determines that its positioning mode is a UWB positioning mode, it transmits a positioning data signal to the second UWB module of the other game control device via the second UWB module at each delay period, records the transmission time, waits for the other game control device to transmit a feedback signal of the received positioning data signal, records the reception time, calculates real-time relative position information with each of the other game control devices based on the time difference between the reception time and the transmission time, and the transmission speed of the data transmission, and each game control device collects the corresponding key state signal and real-time relative position information and transmits them to the game host in a timely manner.

[0035] In an optional embodiment, if the game control device determines that each positioning mode is a conventional positioning mode, it controls the positioning module with a key at each delay cycle to obtain real-time absolute position information, and each game control device collects the corresponding game operation key state signal and real-time absolute position information and transmits them to the game host in a timely manner.

[0036] In an optional embodiment, when the game host 1 and each game control device 2 communicate, the game positioning of the game control device 2 can be performed by the second UWB module 211 or the key control positioning module 24. The real-time position information (real-time relative position information and / or real-time absolute position information) collected by the game control device 2 is mapped to the game character screen of the game host. Specifically, in this invention, it is possible to switch between the positioning modes of the second UWB module 211 and the key control positioning module 24. The second UWB module 211 calculates the real real-time distance of the game control device 2 itself from the relative position of each game control device 2 by calculating the difference between the communication time between each game control device 2 and the communication time between the game control device 2 and the game host 1, transmits that distance to the game host 1 for processing, and can display the processing result on the game display device. For highly realistic games, the realism of the game can be enhanced and the player's game experience can be improved. In games where real-world distance is not required, the key control positioning module 24 can acquire the real-time position between each game control device 2, transmit this real-time position to the game host 1 for processing, and display the processing results on the game display device. This allows the real-time position to be relatively close to the actual position, significantly improving the player's gaming experience and saving memory consumption associated with calculating real-time distance.

[0037] In an optional embodiment, the game control device further includes a device control module 26 and a game key 27, the device control module 26 being connected to the second ultra-low latency communication module 21, a signal acquisition module 22, a buffer 23, a key control positioning module 24, a switching module 25, and the game key 27. Each of the game control devices performs ultra-low latency game operations through the device control module 26. The game host 1 receives real-time relative position information of each of the game control devices 2 and matches the respective related spatial positions of the game characters corresponding to each of the game control devices 2 in real time based on the real-time relative position information. The game host 1 also receives key state signals from each of the game control devices 2 and matches the respective related game operations of the game characters corresponding to each of the game control devices 2 in real time according to the key state signals.

[0038] In an optional embodiment, each device control module acquires the current game type of the game host, each device control module acquires a switching signal for the corresponding game control device, and switches the positioning mode of the game control device corresponding to each device control module according to the acquired switching signal. The game host receives real-time relative position information or real-time absolute position information for each game control device, matches the respective associated spatial positions of the game characters corresponding to each game control device in real time based on the real-time relative position information or real-time absolute position information, and the game host receives key state signals from each game control device, and matches the respective associated game actions of the game characters corresponding to each game control device in real time according to the key state signals.

[0039] Example 3 As shown in Figures 1 to 5, the present invention provides an embodiment of an ultra-low latency game system including a game host 1 and a plurality of game control devices 2 that are communicably connected to the game host 1.

[0040] Specifically, as shown in Figure 6, the ultra-low latency steps between each game control device 2 and the game host 1 include the following steps: S100: Acquires switching information and switches each positioning mode to either UWB positioning mode or conventional positioning mode based on the switching information. S200: Each key status signal and position information in the current positioning mode are scanned and collected at each scan cycle. S300: Within the transmission cycle, the collected key status signals and location information are transmitted to the game host 1.

[0041] In an optional embodiment, the game host receives key state signals and position information transmitted from the game control device at intervals of the delay period. The present invention achieves ultra-low latency for game data transmission using a device control module, significantly reducing the delay time between the game control device and the game host to 0.2ms to 1.2ms, which is a significant reduction compared to the 16ms of the conventional technology. Furthermore, to further avoid concentrated transmission by the game control device and transmission delays caused by signal interference during transmission, the present invention starts data transmission within the transmission period (i.e., 200μs), thereby ensuring sufficient time and transmission balance for the transmission process and effectively avoiding time delays that occur during the transmission process.

[0042] In an optional embodiment, step S200 includes the following steps: When each game control device determines that its positioning mode is UWB positioning mode, it transmits a positioning data signal to the second UWB module of another game control device via its second UWB module at each delay period, records the transmission time, waits for the other game control device to transmit a feedback signal of the received positioning data signal, records the reception time, calculates the real-time relative position with respect to each of the other game control devices based on the time difference between the reception time and the transmission time, and the transmission speed of the data transmission, and each game control device collects the corresponding game operation key state signal and real-time relative position information by scanning and transmits it to the game host in a timely manner.

[0043] When each game control device determines that its positioning mode is a conventional positioning mode, it controls the positioning module with its key at each delay cycle to obtain its real-time position. Each game control device then collects the corresponding game operation key state signal and real-time absolute position information by scanning and transmits it to the game host in a timely manner.

[0044] In an optional embodiment, the first UWB module 111 is wirelessly connected to the second UWB modules 211 of multiple game control devices 2, thereby enabling accurate acquisition of the precise distance between the multiple game control devices 2 and the game host 1. This allows for a more detailed multidimensional spatial positional distance of the game control devices 2 to be realistically reproduced, making the real-time position of the game character corresponding to the game control devices 2 more realistic and further improving the gaming experience.

[0045] In an optional embodiment, the game control device 2 further includes a power supply module 28 connected to the device control module 26, specifically, the power supply module 28 acquires a 5V voltage which is then reduced to 3.3V by the power supply module 28. Furthermore, the second USB module 212 and the device control module communicate using the DP / DM protocol, and the device control module and the second UWB module 211 communicate using the UART serial port protocol.

[0046] In an optional embodiment, the game host 1 further includes a host control module 13 to which either the first ultra-low latency communication module 11 or the USB dongle receiver 12 is connected.

[0047] In an optional embodiment, step S100 includes the following steps: The device control module 26 of each game control device 2 acquires the current game type from the game host 1 and automatically switches the positioning mode of the game control device 2 corresponding to the device control module 26 according to the current game type. The game type may be set to 1 for real-world games, including VR / 3D games and virtual-world games such as arcade games, and to 0 for virtual-world games.

[0048] In another optional embodiment, step S100 includes the following steps: Each device control module 26 acquires a switching signal from the corresponding game control device 2, and switches the positioning mode of the game control device 2 corresponding to the device control module 26 according to the acquired switching signal.

[0049] In this embodiment, the game host 1 receives real-time relative position information or real-time absolute position information from each game control device 2, and matches the respective associated spatial positions of the game characters corresponding to each game control device 2 in real time based on the real-time relative position information or real-time absolute position information. The game host 1 receives key state signals from each game control device 2, and matches the respective associated game actions of the game characters corresponding to each game control device 2 in real time according to the key state signals, and the spatial positions and game actions set for each character are all displayed by the display device.

[0050] As described above, the present invention employs an automatic or key-controlled method to enable switching between multiple positioning modes in a game system, thereby improving the realism of the game scene. On the other hand, by efficiently controlling the transmission of positioning data and key state signals with ultra-low latency using a device control module, the latency from the game control device to the game host is reduced to 0.2ms to 1.2ms, significantly improving transmission efficiency compared to the conventional technology's 16ms, and enhancing the player's game operation experience.

[0051] The examples provided are merely exceptional cases and do not indicate that the present invention is such an embodiment.

[0052] The above description is merely a preferred embodiment of the present invention, and it is known to those skilled in the art that various modifications or equivalent substitutions can be made to these features and embodiments without departing from the spirit and scope of the invention. Furthermore, based on the teachings of the present invention, these features and embodiments can be modified to suit specific circumstances and materials without departing from the spirit and scope of the invention. Accordingly, the present invention is not limited to the specific embodiments disclosed herein, and all embodiments included in the claims of this application are within the scope of protection of the present invention. [Explanation of Symbols]

[0053] 1 Game Host 11. First ultra-low latency communication module 111 1st UWB Module 112 First USB Module 12 USB dongle receivers 13. Host control module 2 Game control devices 21. Second ultra-low latency communication module 211 Second UWB Module 212 Second USB Module 23 buffers 24-key control positioning module 25 Switching Module 26 Device control module 27 Game Buttons

Claims

1. It is an ultra-low latency game system, The system includes a game host (1) and at least one game control device (2), all of which are communicably connected to the game host (1), wherein the game host (1) includes a first ultra-low latency communication module (11), and the game control device (2) includes a second ultra-low latency communication module (21), and the game host (1) is communicably connected to each of the game control devices (2) with ultra-low latency by the first ultra-low latency communication module (11) and the second ultra-low latency communication module (21), the ultra-low latency delay period is set by the HID descriptors of the first ultra-low latency communication module (11) and the second ultra-low latency communication module (21), the ultra-low latency delay period is between 0.2 ms and n + 0.2 ms, and n is an integer in the range of 1 to 8. The game control device (2) further includes a signal acquisition module (22) and a buffer (23), The signal acquisition module (22) periodically scans and collects the key state signals of each game key (27) of the game control device (2) at each scan cycle, stores them in the buffer (23) in real time, and transmits them to the game host (1) by the second ultra-low latency communication module (21) within the transmission cycle, wherein the transmission cycle is the duration for which the key state signals are transmitted, and the delay cycle is the sum of the transmission cycle and the cache cycle. An ultra-low latency gaming system characterized by the following features.

2. The ultra-low latency game system according to claim 1, characterized in that the first ultra-low latency communication module (11) includes a first UWB module (111), the second ultra-low latency communication module (21) includes a second UWB module (211), and the ultra-low latency delay period of wireless communication between the first UWB module (111) and the second UWB module (211) is 0.2 ms to n + 0.2 ms or less, where n is an integer in the range of 1 to 8.

3. The ultra-low latency game system according to claim 2, wherein the game host further includes a USB dongle receiver (12), and the first ultra-low latency communication module (11) is provided on the USB dongle receiver (12).

4. The ultra-low latency game system according to claim 2, wherein the first ultra-low latency communication module (11) further includes a first USB module (112), and the second ultra-low latency communication module (21) further includes a second USB module (212), and the wired communication between the first USB module (112) and the second USB module (212) is an interrupt transmission mode with an ultra-low latency delay period of 0.2 ms to n + 0.2 ms, where n is an integer in the range of 1 to 8.

5. The ultra-low latency game system according to claim 1, characterized in that when n is 1, the delay period is 1 ms, the scan period is 100 μs, the cache period is 800 μs, and the transmission period is 200 μs.

6. The ultra-low latency game system according to claim 5, characterized in that the key state signal collected by the game control device (2) at the start of transmission of the transmission cycle is transmitted to the game host (1) within the transmission cycle if it is cached in the buffer (23) in a timely manner, with a minimum delay time of 0.2 ms; the key state signal collected by the game control device (2) at the start of cache of the cache cycle is transmitted to the game host (1) within the transmission cycle if it is cached in the buffer (23) in a timely manner, with a delay time of 1.0 ms; the key state signal collected by the game control device (2) within the transmission cycle of the previous delay cycle is transmitted to the game host (1) within the transmission cycle of the current delay cycle if it is not cached in the buffer (23) in a timely manner, with a maximum delay time of 1.2 ms; and the start of transmission is the 0 μs time when the transmission cycle begins.

7. The game control device (2) further includes a key control positioning module (24) and a switching module (25), The second UWB module (211) is also used to position the relative position of the game control device (2), The key control positioning module (24) is used to position the absolute position of the game control device (2). The switching module (25) is used to switch the positioning mode for the second UWB module (211) or the key control positioning module (24) according to the game type of the game host (1), and to determine whether it is the UWB positioning mode or the conventional positioning mode. The ultra-low latency game system according to claim 2, characterized in that, when the positioning mode of the game control device (2) is UWB positioning mode, the game host (1) is wirelessly connected to the second UWB module (211) of each of the game control devices (2) by a first UWB module (111), and each of the second UWB modules (211) determines the distance between each of the game control devices (2) and the game host (1), that the multiple game control devices (2) are wirelessly connected to each other by the second UWB module (211), and the mutual distance between each of the game control devices (2).

8. When the game control device (2) determines that each positioning mode is a UWB positioning mode, it transmits a positioning data signal to the second UWB module (211) of the other game control device (2) via the second UWB module (211) at each delay period, records the transmission time, waits for the other game control device (2) to transmit a feedback signal of the received positioning data signal, records the reception time, calculates real-time relative position information with each of the other game control devices (2) based on the time difference between the reception time and the transmission time, and the data transmission speed, and each game control device (2) collects the corresponding key state signal and real-time relative position information by scanning and transmits them to the game host (1) in a timely manner. The ultra-low latency game system according to claim 7, wherein each game control device (2), when it determines that its positioning mode is a conventional positioning mode, obtains its respective real-time absolute position information from the key control positioning module (24) at each delay cycle, and each game control device (2) collects the corresponding key state signal and real-time absolute position information by scanning and transmits them to the game host (1) in a timely manner.

9. The game control device (2) further includes a device control module (26) and a game key (27), the device control module (26) being connected to all of the second ultra-low latency communication module (21), signal acquisition module (22), buffer (23), key control positioning module (24), switching module (25), and game key (27), The ultra-low latency game system according to any one of claims 1 to 8, characterized in that the game host (1) receives real-time relative position information of each of the game control devices (2), matches the respective related spatial positions of the game characters corresponding to each of the game control devices (2) in real time based on the real-time relative position information, and the game host (1) receives key state signals from each of the game control devices (2), and matches the respective related game actions of the game characters corresponding to each of the game control devices (2) in real time according to the key state signals.

Citation Information

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