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336 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.

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

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

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

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

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

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

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

Virtual resource adjustment method and device, equipment, storage medium and program product

The embodiment of the invention provides a virtual resource adjustment method and device, equipment, a storage medium and a program product, which are used for realizing adjustment of virtual resources under the condition of keeping the on-hook state of a cloud game. The method can be applied to cloud games. The method specifically comprises the steps that a first interface is displayed, the first interface comprises an on-hook control, the on-hook control is used for displaying first virtual resource information of a target cloud game in an on-hook state, and the first virtual resource information is used for indicating state information of virtual resources of the target cloud game at the current moment; in response to a first operation on the on-hook control, a first adjustment control of the virtual resources of the target cloud game is displayed on the first interface, and the first adjustment control is used for indicating to increase or decrease the virtual resources of the target cloud game; in response to a second operation on the first adjustment control, second virtual resource information of the target cloud game is displayed on the first interface, and the second virtual resource information is used for indicating state information after virtual resources of the target cloud game are adjusted.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Gyroscope data transmission method and device applied to cloud game, medium and equipment

The application relates to a gyroscope data transmission method and device applied to cloud games, a medium and equipment, wherein the method comprises the following steps: receiving control data of a cloud game sent by a user terminal, wherein the user terminal supports a gyroscope; judging whether the control data is gyroscope data; if the control data is gyroscope data, performing analysis processing on the control data to obtain control data adapted to the cloud game; storing the control data adapted to the cloud game in a data temporary storage area, and sending a data trigger message to the cloud game, so that the cloud game obtains the control data adapted to the cloud game from the data temporary storage area. After it is determined that the received control data is gyroscope data, the gyroscope data is stored in the data temporary storage area, and the cloud game is notified, so that the cloud game running on a cloud server without a gyroscope device can obtain the gyroscope data, and the playability of the game is improved.
Owner:WELLINK TECH CO LTD

Port multiplexing method based on cloud game server, processing device and storage medium

The application relates to the technical field of cloud servers, in particular to a port multiplexing method based on a cloud game server, a processing device and a storage medium, and aims to solve the problem of server resource consumption caused by creating too many ports. The port multiplexing method comprises the following steps: receiving first initial data sent by a first client through a pre-bound port; determining a first protocol type of an application layer according to protocol information contained in the first initial data; calling a corresponding first service program to communicate with the first client according to the first protocol type; receiving second initial data sent by a second client through the pre-bound port; determining a second protocol type of the application layer according to protocol information contained in the second initial data; and calling a corresponding second service program to communicate with the second client according to the second protocol type. The port multiplexing method can effectively reduce the consumption of server resources and improve the running speed of the server.
Owner:WELLINK TECH CO LTD

A federated learning service deployment method and system based on end node residual energy awareness, a device, and a medium

A federated learning service deployment method and system based on end node residual energy perception, equipment and medium, the method comprising: constructing a corresponding federated learning time model and an end node energy consumption model for each end node according to the federated learning process; cloud gaming according to the federated learning time model and the end node energy consumption model; edge-end matching for end nodes participating in training; the system, equipment and medium are used for the federated learning service deployment method based on the end node residual energy perception; in the end node selection stage, a cloud gaming algorithm and an edge-end matching algorithm are designed, the end nodes participating in distributed training and their computing resource allocation are determined, the residual energy of the end nodes is introduced into the gaming revenue function, the end nodes with less residual energy select a lower CPU frequency, the edge nodes accessed by the end nodes and the transmission power allocation of the end nodes are determined, and the residual energy of the end nodes is introduced into the end node preference function, thereby reducing the end node computing energy consumption and realizing end node energy protection.
Owner:XIDIAN UNIV

Communication device and communication system

PCT designated stageWO2026070342A1TransmissionCommunications systemNetwork service
The present technology relates to a communication device and a communication system that make it possible to easily determine the category of a network line. In one embodiment of this technology, on the basis of (A) metrics information indicating the reception state of first traffic in another communication device when a plurality of patterns of the first traffic are transmitted to the another communication device and / or (B) metrics information indicating the reception state when a plurality of patterns of first traffic are received from the another communication device, a communication device determines the category of a network line, which is used to connect to the another communication device, on the basis of the results of a relative comparison of the reception state of each pattern of first traffic. The present technology can be applied to a communication system that provides a network service such as a cloud gaming service.
Owner:SONY GROUP CORP

Continuum architecture for cloud gaming

Described herein is a cloud-based gaming system in which graphics processing operations of a cloud-based game can be performed on a client device. Client-based graphics processing can be enabled in response to a determination that the client includes a graphics processor having a performance that exceeds a minimum threshold.
Owner:INTEL CORP

Self-adaptive graphic cache management method and device for cloud game

The invention provides a self-adaptive graphic cache management method and device for a cloud game. The method comprises the following steps: monitoring rendering time of a cloud game picture; under the condition that the caching strategy currently used by the system is a double-buffering strategy, if the rendering time of the continuous M frames of cloud game pictures is greater than a preset threshold value, switching the caching strategy into a three-buffering strategy; and / or under the condition that the caching strategy currently used by the system is the three-buffering strategy, if the rendering time of the continuous N frames of cloud game pictures is smaller than the preset threshold value, the caching strategy is switched into the double-buffering strategy, switching between double buffering and three buffering can be carried out according to the change of the cloud game operation environment, and the operation efficiency of the cloud game is improved. And the optimal balance between delay and fluency is realized.
Owner:HAIMA CLOUD TIANJIN INFORMATION TECH CO LTD

Game updating method and system, server, electronic device, and storage medium

Embodiments of the present application disclose a game updating method and system, a server, an electronic device and a storage medium. The method comprises: when game updating is performed, running a cloud game client image to generate a cloud game picture containing an updating trigger control; obtaining operation coordinates corresponding to the updating trigger control; simulating a trigger operation of triggering the updating trigger control in the cloud game picture according to the operation coordinates corresponding to the updating trigger control, to generate a trigger instruction for indicating triggering the updating trigger control based on the trigger operation; and automatically triggering updating of the cloud game client image according to the trigger instruction. The technical solution of the embodiments of the present application can complete automatic updating of a game through a cloud game server without awareness of a player, and greatly improve operation cost and operation quality of a product through automatic updating of the game.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Continuum architecture for cloud gaming

Described herein is a cloud-based gaming system in which graphics processing operations of a cloud-based game can be performed on a client device. Client-based graphics processing can be enabled in response to a determination that the client includes a graphics processor having a performance that exceeds a minimum threshold.
Owner:INTEL CORP

Cloud game data management system

The invention relates to the field of cloud data management, in particular to a cloud game data management system. The system comprises a plurality of cloud game devices which are deployed in a plurality of edge cloud nodes, comprise at least one first cloud game device and are used for updating a first game in a readable and writable first cloud disk, and the first cloud disk is only used for storing data information of the first game; the distributed block storage module comprises a plurality of block storage units, the block storage units are respectively deployed in a plurality of edge cloud nodes, the first block storage unit is used for generating a second cloud disk under the condition that the updating of the first cloud disk is finished, and synchronizing the second cloud disk to the second edge cloud node; enabling a second block storage unit in the second edge cloud node to generate a third cloud disk which is the same as the second cloud disk and is used for running the first game; the first block storage unit is a unit of a first edge cloud node, the first edge cloud node is a node where the first cloud game device is located, and the second cloud disk stores snapshot data of the first cloud disk.
Owner:YIDIAN LINGXI INFORMATION TECHNOLOGY (GUANGZHOU) CO LTD