Adaptive Game Rendering via Client Processing Feedback
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Solution Overview
Problem
In online gaming, processing capacities vary among different gaming appliances, leading to performance gaps and inefficiencies, as conventional optimization methods often create bottlenecks and consume precious game server resources.
Innovation Solution
A network-connected system that monitors and adjusts game object and effect processing based on individual appliance capabilities, serving compatible versions to level the playing field without delaying or reducing motion efficiency, using client software to communicate processing information to the server and dynamically adjust parameters like pixel count, animation rates, and rendering quality.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If server-based port monitors are used to optimize processing capacity across gaming appliances, then processing optimization is achieved, but bottlenecks are created and precious game server resources are consumed
Solution Approach 1:
The gaming appliance's client software autonomously monitors its own processing capacity and determines appropriate quality levels without requiring server-based port monitors. The client independently assesses its CPU usage, graphics accelerator usage, and frame processing rates, then communicates this self-determined information to the server for optimized object and effect service.
Solution Approach 2:
The patent introduces an intermediary communication mechanism where the client software acts as a mediator between the gaming appliance's processing capabilities and the game server. The client translates local processing metrics into quality level indicators that the server can use to adjust service without direct server-side monitoring overhead.
2Illumination intensity
If high processing capacity objects and effects are served to all gaming appliances, then visual quality is improved, but gaming performance deteriorates on appliances with lower processing capacities
Solution Approach 1:
The patent applies local quality by serving different quality levels of game objects and effects tailored to each gaming appliance's specific processing capacity. The client software determines the appropriate quality level based on local processing metrics, and the server provides customized versions of objects and effects with adjusted parameters such as particle counts, resolution, and animation complexity matched to that appliance's capabilities.
Solution Approach 2:
The system dynamically changes parameters of game objects and effects based on the determined quality level. The server adjusts visual parameters such as pixel count, zoom capabilities, object size, effect particle resolution, animation rates, and rendering quality to match the client's processing capacity, thereby optimizing the balance between visual quality and gaming performance.
3Ease of operation
If processing capacity is not optimized, then gameplay simplicity is maintained, but performance gaps between different gaming appliances widen
Solution Approach 1:
The patent achieves universality by creating a processing optimization system that works across multiple types of gaming appliances with diverse processing capacities. The client software and server communication protocol are designed to be platform-agnostic, supporting various devices from mobile phones to gaming boxes while maintaining consistent gameplay experience through adaptive quality adjustment.
Data Source
AI summary
A network-connected system serving digital games includes a game server having a first software application executing from a non-transitory physical medium coupled to the server, the server serving a digital game to individual ones of network-connected digital appliances, and distributed client software applications executing from non-transitory physical mediums coupled to the network-connected digital appliances. The client software applications monitor local processing capability for real-time processing of served objects and effects, communicate capability information to the game server, and the game server serves objects and effects compatible with a higher level of processing capability or objects and effects compatible with a lower level of processing capability depending on the capability information communicated.


