Adaptive Video Compression for Low-Latency Game Streaming

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Solution Overview

Problem

Current media devices and video game systems face challenges such as complexity, obsolescence, high power consumption, piracy issues, and latency problems, leading to inefficient user experiences and increased costs for consumers and developers.

Innovation Solution

A hosting service architecture that streams video games and applications from high-performance servers to client devices over the internet, reducing the need for local processing power and storage, and using low-latency video compression techniques to minimize latency and bandwidth requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If video games are hosted on high-performance servers and streamed to client devices, then processing power and storage requirements for clients are reduced, but network bandwidth and latency become critical constraints

Engineering Contradiction:
Improveclient hardware requirementsVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Device complexityVSUse of energy by moving object

Solution Approach 1:

The patent creates compressed video copies of game frames from the server and transmits them to client devices. Instead of requiring clients to process complex game logic locally, the server generates video frames that are compressed and streamed to clients, dramatically reducing client hardware requirements while consuming network bandwidth efficiently through compression

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent dynamically changes video compression parameters including bitrate, resolution, and frame rate based on network conditions and client capabilities. The system adjusts these parameters in real-time to optimize the balance between video quality and network bandwidth consumption, allowing the same game stream to adapt to different network conditions

Inventive Principle:
Principle #35Parameter changes

2Loss of energy

If high compression ratios are used to reduce bandwidth requirements, then network efficiency improves, but video quality and interactivity may deteriorate

Engineering Contradiction:
Improvenetwork bandwidth usageVSAvoidvideo quality and interactivity
Core Design Contradiction:
Loss of energyVSReliability

Solution Approach 1:

The patent implements a feedback mechanism where the system monitors network conditions, client device capabilities, and video stream performance in real-time. Based on this feedback, the system dynamically adjusts compression parameters to maintain optimal video quality while minimizing bandwidth consumption. The feedback loop ensures that compression ratios are tuned to preserve interactivity and visual quality

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent makes the video streaming system dynamic by continuously adapting compression parameters based on real-time conditions. Rather than using fixed compression settings, the system dynamically adjusts bitrate, resolution, and frame rate according to network conditions and client capabilities, ensuring consistent video quality and interactivity across varying conditions

Inventive Principle:
Principle #15Dynamics

3Loss of time

If latency is reduced to improve real-time interactivity, then user experience improves, but more data must be transmitted more frequently

Engineering Contradiction:
Improvestreaming latencyVSAvoiddata transmission volume
Core Design Contradiction:
Loss of timeVSQuantity of substance

Solution Approach 1:

The patent transmits video frames at periodic intervals corresponding to the game's frame rate (e.g., 60 frames per second). By synchronizing data transmission with the game's natural update cycle, the system minimizes unnecessary transmissions while maintaining real-time interactivity. This periodic transmission approach reduces overall data volume compared to continuous streaming

Inventive Principle:
Principle #19Periodic action

4Device complexity

If multiple media devices are integrated into a single device, then device count and cable complexity are reduced, but power consumption and manufacturing cost increase

Engineering Contradiction:
Improvenumber of media devicesVSAvoidpower consumption
Core Design Contradiction:
Device complexityVSUse of energy by stationary object

Solution Approach 1:

The patent enables standard client devices (such as PCs, smartphones, or tablets) to function as game consoles by streaming game video to them. Instead of requiring specialized high-power media devices, the system makes existing multi-functional devices capable of playing advanced games, thereby reducing the need for dedicated gaming hardware while maintaining low power consumption

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentEP2412165B1System and method for compressing video based on latency measurements and other feedback
Publication Date: 2020.03.04 SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
  • EP2412165B1 patent drawingFigure 1
  • EP2412165B1 patent drawingFigure 2a
  • EP2412165B1 patent drawingFigure 2b

AI summary

A computer-implemented system and method for performing video compression are described. For example, a method according to one embodiment of the invention comprises encoding a plurality of video frames or portions thereof according to a first encoding format; transmitting the plurality of encoded video frames or portions to a client device; receiving feedback information from the client device, the feedback information usable to determine whether data contained in the video frames or portions has been successfully received and/or decoded; determining latency associated with communicating with the client device; in response to detecting that one or more video frames or portions thereof have not been successfully received and/or decoded: (1) if the latency is above a specified threshold, then encoding a new video frame or portion thereof according to a second encoding format, the second encoding format comprising a format which is not dependent on previously-transmitted video frames or portions thereof.