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513 results about "Cloud gaming" patented technology

Cloud gaming, sometimes called gaming on demand, is a type of online gaming that aims to provide smooth and direct playability to end users of games across various devices. This could include a host gaming server capable of executing a gaming engine and streaming the gaming data to the client device. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Some also categorize it into four models: video-based cloud gaming, instruction-based cloud gaming, file-based cloud gaming, and component-based cloud gaming.

Real-time streaming media transmission method and system based on cloud game and storage medium

The invention provides a real-time streaming media transmission method and system based on a cloud game and a storage medium, and the method comprises the steps: monitoring network state parameters in real time, and generating network state data; dynamically adjusting the resolution, the frame rate and the bit rate of the video stream based on the network state; a redundant data packet is inserted, and the redundancy proportion is adjusted according to the packet loss rate and the jitter, so that the data reliability is enhanced; dynamically adjusting the transmission rate by adopting a congestion control algorithm; dynamically selecting an optimal server node according to a network condition and a server load; audio and video processing tasks are shared through edge computing nodes, and the load and transmission delay of a main server are reduced; setting a self-adaptive decoding buffer area, dynamically adjusting the size of the buffer area according to a network state, and reducing playing lagging; through real-time monitoring, dynamic adjustment and edge collaboration, smoothness is guaranteed, reliability is improved, delay is reduced, efficient load distribution and user experience optimization are achieved, and the method is suitable for real-time streaming media transmission in a cloud game scene.
Owner:SHENZHEN SEMIDUX TECH LTD

Image quality enhancement method and system based on cloud game

The invention provides an image quality enhancement method and system based on a cloud game, and the method comprises the following steps: firstly, a cloud end renders a game picture and generates an initial video stream; then, performing preliminary optimization on the video stream, and reducing jumping and frame loss through motion compensation of an inter-frame motion vector; the optimized video stream is transmitted to a user side, after the user side receives the video stream, image quality enhancement processing is carried out, specifically, denoising processing is carried out, and random noise and compression noise are eliminated by combining an inter-frame difference method and spatial domain bilateral filtering; sharpening enhancement: enhancing image edges and texture details by using a Laplacian operator; artifact removal: removing compression artifacts through frequency domain filtering; the dynamic contrast is enhanced, and gray level distribution is adjusted through histogram equalization; finally, the video stream after enhancement processing is presented to a user in real time, the image quality of the cloud game can be remarkably improved by gradually updating the processing result of each pixel point, the video stream is presented in real time in a high-quality mode, and the user experience is optimized.
Owner:SHENZHEN SEMIDUX TECH LTD

Cloud game virtual reality gesture interaction method and device based on adaptive multi-modal fusion and storage medium

The invention provides a cloud game virtual reality gesture interaction method and device based on self-adaptive multi-modal fusion and a storage medium. The method comprises the following steps that S1, hand skeleton point data of a user is collected, three-dimensional coordinates of key skeleton points are obtained, and skeleton point feature vectors are generated; s2, collecting hand depth map data, extracting depth gradient features of a hand region, and generating a depth gradient feature vector; s3, collecting time sequence data of hand movement, calculating speed and acceleration characteristics of key skeleton points, and generating a time sequence characteristic vector; s4, performing weighted fusion on the skeleton point features, the depth map features and the time sequence features to generate a fusion feature vector; s5, inferring a user interaction intention and executing corresponding virtual reality operation in combination with the fusion feature vector and the scene information; through weighted fusion of multi-modal features, the method significantly improves the accuracy and anti-interference capability of gesture recognition, and is suitable for cloud games and virtual reality interaction scenes.
Owner:SHENZHEN SEMIDUX TECH LTD

Multi-mode audio and video synchronous processing method and system based on distributed architecture

The invention relates to the technical field of computers, and discloses a multi-mode audio and video synchronous processing method and system based on a distributed architecture. The method comprises the following steps: generating a unique logic sequence identifier consisting of a device code, a media type and a frame number for each frame of audio and video data; distributing the frame carrying the identifier to a distributed node for processing and adding a local timestamp; and the sink node reconstructs an original frame sequence according to the identifier, calculates a synchronous offset by combining high-precision clock calibration, and realizes dynamic reordering and output through a double-buffer structure and a self-adaptive drift compensation algorithm. The system comprises a source end acquisition module, an identifier generation module, a task scheduling module, a distributed processing cluster module, a convergence synchronization module and a synchronous output module. According to the scheme, the system effectively guarantees the audio and video synchronization precision in a high-concurrency heterogeneous environment, the synchronization error is controlled within 20 milliseconds, and the playing quality and the user experience of scenes such as live broadcast and cloud games are remarkably improved.
Owner:SHENZHEN HAIWEI HENGTAI INTELLIGENT TECH CO LTD

Method for enabling wireless communication device to access services provided by radio access network and related devices

A method for enabling a wireless communication device to access services provided by a Radio Access Network, a user equipment (UE), a base station (BS) and a non-transitory computer readable storage medium are provided. In the method, a discontinuous reception (DRX) cycle is configured with a DRX ON period for transmission of at least one of control information or data and a DRX OFF period during which the transmission is suspended, and specifically the DRX cycle is a specific DRX cycle having a non-integer duration. This can eliminate a mismatch between burst arrival interval and the DRX cycle to adapt the EXtended Reality (XR) / Cloud Gaming (CG) traffic, for example.
Owner:ESSEN INNOVATION CO LTD

Strong interaction video stream transmission quality optimization method, device, controller and system

The invention provides a strong interaction video stream transmission quality optimization method, device, controller and system. The method comprises the following steps: a slow module determines a network packet loss probability prediction value and a packet loss aggregation prediction value of strong interaction video stream data in a next streaming media protocol feedback period; the fast module adopts a random forest model to decide the fine-grained redundancy corresponding to each video frame coding period frame by frame based on the network packet loss probability prediction value, the packet loss aggregation prediction value and the length of each video frame to be transmitted by the network corresponding to the strong interaction video stream data; and performing forward error correction coding on the data packet of each video frame based on the redundancy to obtain the data packet added with redundancy protection corresponding to each video frame. According to the method, the device and the system, the size difference and the network dynamics of different video frames of strong interaction video streams such as cloud games can be accurately self-adapted, the interaction quality of the strong interaction video streams can be ensured, the redundant bandwidth overhead can be greatly reduced, and the transmission quality and the redundant cost of the strong interaction video streams can be balanced.
Owner:BEIJING UNIV OF POSTS & TELECOMM

Systems and methods for managing virtual world in cloud-based gaming

A cloud-based gaming system generates first and second instances of a virtual world of an online game for first and second players, respectively. First and second video streams of the first and second instances of the virtual world, respectively, are transmitted to the first and second players, respectively. The second video stream includes a ghosted version of a feature within the first instance of the virtual world. A request is received from the second player to merge the first and second instances of the virtual world. With the first player's approval, a merged instance of the virtual world is automatically generated by the cloud-gaming system as a combination of the first and second instances of the virtual world. Third and fourth video streams of the merged instance of the virtual world are transmitted to the first and second players, respectively, in lieu of the first and second video streams, respectively.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Method and apparatus for enhanced discontinuous reception operation in mobile communications

Various solutions for discontinuous reception (DRX) operation for extended reality (XR) and cloud gaming traffic with respect to user equipment and network apparatus in mobile communications are proposed. An apparatus may receive a downlink control information (DCI) or a downlink (DL) media access control (MAC) control element (MAC CE). The apparatus may obtain a DRX start offset from the DCI or the DL MAC CE. The apparatus may adjust a start time of an on-duration of a DRX cycle dynamically according to the DRX start offset. The apparatus may monitor a PDCCH transmitted from a network node during the adjusted on-duration.
Owner:MEDIATEK SINGAPORE PTE LTD

Cloud gaming benchmark testing

The technology disclosed teaches a method of testing performance of a device-under-test during cloud gaming over a live cellular network. The method comprises instrumenting the device-under-test with at least one instrument app that interacts with a browser on the device-under-test and captures performance metrics from gaming network traffic. The browser and the instrument app can be invoked using a test controller separated from the device-under-test, causing the browser to connect to a gaming simulation over the live cellular network. A segmented gaming image stream is transmitted to the browser, with segmented playing at varying bit rates and image complexity while the instrument app causes the browser to transmit artificial gameplay events to a gaming simulation test server. Performance metrics from the gaming network traffic are captured, as well as gaming images rendered by the browser during the segmented gaming image stream.
Owner:SPIRENT COMM INC

Crowdsourced cloud gaming

Systems and methods for crowdsourcing cloud application execution are described. An application system receives, from a client device, a first request to initiate an application session. The application system identifies a host device to fulfill the first request. The application system then initiates execution of the application session on the host device and generates, for the client device, a plurality of controls to control the application session executing on the host device. The host device is incentivized for each application session hosted.
Owner:ADVANCED MICRO DEVICES INC +1

Sound output control method based on multiple game levels

The invention relates to a sound output control method based on multiple game levels, and relates to the field of sound output control of cloud games, which comprises the following steps: establishing an entry library, selecting specific entries from the entry library, randomly generating levels by the game according to the selected entries, and extracting a basic music library corresponding to the specific entries; randomly selecting a fixed number of basic music from the extracted basic music library, combining the basic music into background music, environment sound effect, atmosphere sound effect and customs clearance music by using a random algorithm, and generating a music playing strategy according to the selected vocabulary entry; a large batch of random music is intelligently generated through machine learning to meet the requirements of multiple game levels, and the workload of game music making is greatly reduced; music used in the game is split into basic music capable of being freely combined according to types and use occasions, and the requirement of the game for the music is met on the premise that resources and cost are saved.
Owner:BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD

Instance scheduling method, related method and device, storage medium and equipment

The embodiment of the invention discloses an instance scheduling method, a related method, a related device, a storage medium and equipment. The method comprises the following steps: acquiring object distribution data corresponding to a target cloud game; generating the number of instances to be created of each network operator of each region through the object distribution data; based on the network delay, screening out a preset number of target server clusters from each network operator of each region; determining a creation weight for each target server cluster in each network operator of each region according to a node affinity strategy; and in combination with the number of the instances to be created and the corresponding creation weight, calculating the number of created instances of each target server cluster in each network operator of each region, and performing instance scheduling. Therefore, automatic, efficient and flexible instance scheduling is realized, manual staring is avoided, the utilization rate of instances is improved, the utilization rate of operation resources is further improved, meanwhile, the network time delay of connection can be reduced, and the cloud game experience of players is improved.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Immersive cloud game image end-cloud collaborative rendering method and related equipment

The invention provides an immersive cloud game image end-cloud collaborative rendering method and related equipment. The method comprises the steps of determining a to-be-rendered image and image rendering data; performing image analysis on the to-be-rendered image, performing foreground and background division according to an analysis result, and determining a to-be-rendered foreground image and a to-be-rendered background image; according to the image rendering data, rendering the to-be-rendered foreground image and the to-be-rendered background image through a device end and a cloud server end, and determining the foreground image and the background image; and merging the foreground image and the background image through the device end, completing rendering of the cloud game image, and displaying the rendered image.
Owner:BEIJING UNIV OF POSTS & TELECOMM

Methods, devices, and systems for interactive cloud gaming

The various implementations described herein include methods, devices, and systems for interactive cloud gaming. In one aspect, an interface device with processors and memory storing an application program is used for cloud gaming. The interface device includes a communication module for receiving and / or transmitting messages and media streams between the interface device, a game controller, and a remote gaming server. The interface device further includes an output module configured to provide output of the application to an input of a display device coupled to or integrated with the interface device. The application is configured to implement a first mode in which the interface device processes and displays outputs associated with substantially all messages transmitted by the game controller, and a second mode in which the interface device processes and displays a predefined subset of messages from the game controller and displays gaming media streams from the gaming server.
Owner:GOOGLE LLC

Cloud game picture processing method and device, electronic equipment and storage medium

The invention provides a cloud game picture processing method and device, electronic equipment and a storage medium, and relates to the technical field of image processing, and the cloud game picture processing method comprises the steps that a client sends a display refresh rate to a server; the server determines a rendering frame rate of the server based on the display refresh rate; the server renders and encodes the cloud game picture data based on the rendering frame rate of the server to generate encoded data and transmits the encoded data to the client; the client receives the coded data and decodes and renders the coded data to obtain decoded data, and the rendering frame rate of the decoded data is smaller than or equal to the refresh rate of the display; and the client adjusts the refresh rate of the display to be consistent with the rendering frame rate of the decoded data. According to the method, the rendering frame rate of the server side is adjusted according to the display refresh rate of the client side, and an effective upward redundant space is provided for the frame rate of data transmission, so that the picture tearing problem in the cloud game is effectively eliminated by adjusting the display refresh rate.
Owner:CHINA TELECOM CLOUD TECH CO LTD

Uplink enhancements for augmented reality and cloud game services

The methods and techniques disclosed herein enhance uplink scheduling for augmented reality (XR) to support XR traffic with strict latency and reliability requirements. The XR traffic has large packets arriving quasi-periodically with a variable size. An example method by a user equipment (UE) includes receiving (2302), from a network entity, a grant (CG) indicating a physical uplink shared channel (PUSCH) configuration for a first PUSCH resource in a plurality of PUSCH occasions for each traffic period. The UE transmits (2314 or 2316), to the network entity, a message indicating UE usage for a plurality of PUSCH occasions in the current traffic period when a first amount of data transmittable using the first PUSCH resource differs from a second amount of data transmittable using a second PUSCH resource evaluated by the UE device for transmitting data in the current traffic period.
Owner:GOOGLE LLC

Game processing method and device, equipment and storage medium

The embodiment of the invention relates to a game processing method and device, equipment and a storage medium. The method comprises the following steps: in response to a game starting operation of a target game, sending a cloud game starting request to a cloud game server so as to trigger the cloud game server to run the target game and generate a cloud game running result; displaying a cloud game operation result; downloading the resource packet of the target game to a local storage space, and loading the resource packet from the local storage space for off-screen rendering; if the first switching condition is detected, determining target game progress data of the target game, and continuing to perform off-screen rendering based on the target game progress data to generate a local game operation result; and displaying the local game operation result to locally operate the target game, and sending a cloud game ending request to the cloud game server to trigger the cloud game server to end the target game. Therefore, the speed of entering the game interface by the user is accelerated while the game effect is basically undifferentiated, and the waiting time of the user is shortened.
Owner:BEIJING ZITIAO NETWORK TECH CO LTD

Display control in cloud gaming applications

A method for controlling a display of a frame representing a state of a game in a network-based gaming application comprising: sending (301A) an information representative of a user action to a server; receiving (305B) at least one frame representing a predicted state of the game predicted from the user action; obtaining an information allowing determining if said at least one frame corresponds to the user action; and; if the at least one frame corresponds to said user action, determining when displaying one of the at least one frame in function of a time at which this user action was performed and of said information.
Owner:INTERDIGITAL MADISON PATENT HLDG

Cloud game display method and device based on VR device

The invention relates to the technical field of VR, and provides a cloud game display method and equipment based on VR equipment, which are used for improving the fluency of picture display. According to the method, aiming at the condition that a left-eye image and a right-eye image are independently coded and transmitted, when the decoding frame rate of a first-eye image video in a left-eye image video stream and a right-eye image video stream is smaller than a display frame rate, a cached first target image, a current frame of a normally received second-eye image and a binocular difference are used, and a second target image is obtained; the current frame of the first-eye image is predicted respectively, and the current frame of the first-eye image and the current frame of the second-eye image are displayed synchronously, so that the problem of picture jamming when the transmission of the monocular image is abnormal is solved, and the picture display fluency is improved; meanwhile, the field angle corresponding to the left eye image and the field angle corresponding to the right eye image are larger than the field angle of the VR equipment, so that the image black edge problem is reduced, the resolution ratio of the edge area is lower than that of the center area, the coding data volume is effectively reduced, and the transmission efficiency is improved.
Owner:HISENSE VISUAL TECH CO LTD

Use of machine learning to transform screen renders from the player viewpoint

Machine learning is used to transform screen renders from the viewpoint of the player's character to be from the viewpoint of other non-player characters (NPC) in the room. One or more neural networks are trained using game images captured during a human play session, and then subsequently the neural networks are used to create realistic video from the NPC viewpoints. To avoid rendering multiple viewpoints simultaneously, a single viewpoint is rendered, and neural networks are used to transform it for the viewpoints of other NPCs in the area. A group of NPCs may be treated as a batch and a single viewpoint transformed to multiple viewpoints in a single inference pass. For cloud gaming the game video can be rendered / sent immediately for the player but the actions of the NPCs are delayed for a frame while the neural network generates the behavior.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Game resource scheduling management method and system based on cloud computing

The invention provides a game resource scheduling management method and system based on cloud computing, and relates to the technical field of game resources, the method comprises the following steps: decomposing a server of a cloud game application, and establishing a multi-attribute micro-service; constructing a heterogeneous resource pool containing computing nodes of different architecture types; performing request type demand analysis according to the received game session request, and determining a demand micro-service combination; based on the hardware preference features and the performance portraits, configuring computing nodes of the micro-services, and deploying corresponding micro-service instances on the computing nodes; and based on the demand micro-service combination, establishing communication connection between corresponding attribute micro-service instances through a service grid, and generating a collaborative scheduling execution instruction. By means of the method and device, the technical problem that in the prior art, due to the fact that resource scheduling is coarse in granularity and hardware resources are not fully utilized, computing resources are wasted, hardware loads are unbalanced, and the performance of the game server is affected is solved, and the resource utilization rate is increased through fine-granularity task-level scheduling.
Owner:BEIJING JUNJIAHUYU TECH CO LTD

Data transmission method and device based on cloud game, electronic equipment and storage medium

The invention relates to the field of data processing, and particularly discloses a data transmission method and device based on a cloud game, electronic equipment and a storage medium. The method comprises the following steps: acquiring a transmission frequency of transmitting device state data to the client device by an input device; under the condition that a comparison result between the transmission frequency and the game frame rate of the cloud game meets a preset adjustment condition, an adjustment time window matched with the comparison result is determined; and according to the adjustment time window, processing the device state data transmitted by the input device, and sending the processed device state data to a cloud server of the cloud game. According to the mode, the client equipment can flexibly adjust the transmission frequency of the equipment state data of the input equipment according to the requirements of the cloud game.
Owner:SHANGHAI MIHOYO TIANMING TECH CO LTD

Analysis method for 5G network user perception improvement based on wireless intelligent arrangement

The invention discloses an analysis method for 5G network user perception improvement based on wireless intelligent arrangement, and the method specifically comprises the following steps: 1, the perception of an online user terminal is evaluated in real time, and the perception evaluation comprises the multi-dimensional evaluation of the data transmission congestion state of the user terminal and the wireless channel quality; and 2, when the perceptibility evaluation result indicates that the user experience is degraded, a wireless intelligent arrangement decision is triggered, and the decision is based on the service requirement, the terminal capability and the space-time position of the user terminal. According to the analysis method for improving 5G network user perception based on wireless intelligent arrangement, through AI-driven dynamic resource scheduling and in combination with a predictive network self-optimization function, the end-to-end time delay of low-time-delay services such as high-definition video calls, cloud games and VR / AR is guaranteed to be lower than 20 milliseconds, the lagging phenomenon is remarkably eliminated, and the user perception is improved. Seamless service continuity guarantee is achieved, and measurement-free switching is achieved through a wireless fingerprint grid knowledge base.
Owner:XIAN KAILINSTE NETWORK TECHNOLOGY CO LTD

Information processing method, system, apparatus, device, and storage medium

A system / method for a cloud game can improve sharing to a social application that is locally running on a terminal. The system / method improves the scalability of cloud games, provides improved information processing, improves the sociality of cloud games, achieves a high degree of dissemination of cloud games, improves the degree of participation of players in cloud games, and improves the interaction rate of cloud games. The system / method includes logging, by a terminal, in to a cloud game installed in a server based on a trigger instruction of a cloud game login portal, transmitting an operation instruction to the server on which the cloud game is installed, and receiving sharing information including data to-be-shared transmitted by the server. The terminal can share the data to-be-shared to a target social application.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Cloud side end scheduling collaboration method and system of cloud game

The invention discloses a cloud side end scheduling collaboration method and system for a cloud game. The method comprises the steps of cloud game service application, service receiving and task analysis, computing network service arrangement (computing network resource perception and network quality perception data intelligence injection), computing power resource calculation and network path calculation (cloud edge collaborative network path and game user access network channel path), computing network resource planning (computing resource allocation service calling), and computing network resource planning (cloud edge collaborative network path and game user access network channel path calling). And network computing service scheduling and network computing service plug-in execution configuration issuing are carried out to complete network computing resources, and finally, the cloud game service carries out business deployment online application. According to the method and the system, intelligent arrangement and scheduling are realized, a'computing network unified brain 'is constructed, and global intelligent arrangement, scheduling and optimization of cloud, edge, end and network resources are realized.
Owner:CHINA UNITECHS

Bullet screen cloud game cooperative control method and device, equipment and medium

The invention relates to the field of network live broadcast, and discloses a bullet screen cloud game cooperative control method and device, equipment and medium, and the method comprises the steps: receiving bullet screen instructions from a plurality of associated users of a cloud game, and synthesizing the bullet screen instructions into a live broadcast image of the cloud game in a text content form; when an organization instruction sent by a command user in the associated users is detected from the bullet screen instruction, determining a current game cooperation task according to the organization instruction; carrying out same-type combination on bullet screen instructions which are sent by each associated user in a life cycle corresponding to the game collaboration task and are matched with the game collaboration task, and constructing a group instruction; and acting the group instruction on a game process of the cloud game so as to present an action effect in the live broadcast image. According to the method, a new business mode is brought to the bullet screen cloud game, the processing efficiency of the game server and the user experience are remarkably improved, and the method has important application value and popularization significance.
Owner:GUANGZHOU OVERSEAS KANGBAZI NETWORK TECHNOLOGY CO LTD

Scheduling and resource management based on application profiling

In various examples, each hosted application may be modeled with a corresponding application-specific resource consumption model that predicts a measure of that application's anticipated resource utilization at some future time based on an input representation of one or more features of the current state of an instance of the hosted application. For cloud gaming, those features may include the current level being played, current obstacles, user results playing the level or obstacles, metadata quantifying one or more aspects of the level or obstacles, game progress, etc. As such, application-specific models may be used to predict resource demands at a future time and schedule resource allocations accordingly. The present techniques may be used to manage and reallocate resources for applications such as game streaming applications, remote desktop applications, simulation applications (e.g., an autonomous or semi-autonomous vehicle simulation), virtual reality (VR) and / or augmented reality (AR) streaming applications, and / or other application types.
Owner:NVIDIA CORP

User interaction data transportation using real-time transport protocol header extension

Various aspects of the present disclosure relate to user interaction data transportation using real-time transport protocol header extension. One or more physical device interactions by a user are sampled to obtain interaction data inputs, such as for a user playing cloud gaming or using extended reality on their user equipment. These interaction data inputs are generated frequently, such as approximately 250 to 1000 times per second. One or more interaction short messages (e.g., less than 100 bytes), which are time-sensitive, are generated from the user interaction data and included in one or more transport header extensions of a real-time transport protocol data unit. The real-time transport protocol data unit is transmitted to a remote device, such as a network entity.
Owner:LENOVO (SINGAPORE) PTE LTD

Cloud game evaluation method based on space-frequency enhancement and sparse attention fusion and medium

The application provides a cloud game evaluation method and medium based on space-frequency enhancement and sparse attention fusion, and belongs to the technical field of image processing. The method comprises the following steps: acquiring a cloud game video stream to be evaluated, and extracting key frames and key region image blocks from the cloud game video stream; inputting the key frames into a pre-trained global feature extraction network to obtain global features, global shallow layer features, global middle layer features and global deep layer features; and inputting the key region image blocks into a pre-trained local feature extraction network to obtain local features, local middle layer features and local deep layer features. The method of the application can precisely capture global scene distortion and local high-sensitive region distortion of a cloud game video by constructing a multi-stage sparse fusion network and a space-frequency multi-level fusion network, while reducing model parameter quantity and calculation cost, meeting real-time inference and terminal lightweight deployment requirements of a cloud game scene.
Owner:NANJING UNIV OF POSTS & TELECOMM

Bifurcation of gameplay between mobile and non-mobile play with intelligent game state saving, and startups

Methods and systems are provided for streaming gameplay to user devices from a cloud gaming system. The cloud gaming system includes a server. The method includes identifying, by the server, a device of a user for playing a game. The method includes identifying, by the server, a bandwidth associated with the device of the user while the user plays the game. The method includes generating, by the server, a video stream to be transmitted to the device. The method further includes dynamically removing, by the server, one or more graphic layers of the video stream before being transmitted to the device.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC