Adaptive Video Streaming for Low-Latency Cloud Gaming
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Solution Overview
Problem
Current media devices and gaming systems are complex, costly, and inefficient due to compatibility issues, obsolescence, and high power consumption, leading to user frustration 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 to minimize latency and bandwidth requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If media devices and gaming systems are continuously updated to support new formats and higher performance, then gaming quality and compatibility improve, but device complexity and cost increase significantly
Solution Approach 1:
The patent extracts the complex processing functionality from client devices and relocates it to remote servers. The server handles video game execution, rendering, and complex processing, while the client device only needs to display video output and capture user input. This extraction resolves the contradiction by maintaining compatibility across diverse client devices without increasing their complexity.
Solution Approach 2:
The patent introduces a video server as an intermediary between the user and the video game system. The server mediates between the game execution environment and the client device, handling format conversion, video encoding, and adaptive streaming. This intermediary enables compatibility between different client devices and game formats without requiring complex local processing at the client端.
2Reliability
If high-performance hardware is deployed locally to deliver advanced gaming experiences, then gaming quality improves, but power consumption and cost increase
Solution Approach 1:
The patent extracts high-performance computing resources from local devices and consolidates them on remote servers. The server infrastructure provides the necessary processing power, graphics rendering, and computational resources for advanced gaming experiences, while client devices consume minimal power by only handling video display and input capture. This resolves the contradiction by maintaining high gaming quality while dramatically reducing local power consumption.
3Loss of energy
If video compression is aggressively applied to reduce bandwidth requirements, then transmission efficiency improves, but latency and quality degradation occur
Solution Approach 1:
The patent implements dynamic video streaming where the server continuously encodes and transmits video frames based on current game state and network conditions. The system adapts compression parameters dynamically, using frame interpolation and selective rendering to maintain quality while optimizing bandwidth usage. This dynamic approach reduces latency compared to static compression methods while improving bandwidth efficiency.
Solution Approach 2:
The patent employs preliminary video encoding and frame preparation on the server side before transmission. Video frames are pre-processed, compressed, and buffered in advance of client request, allowing the system to deliver video content with minimized latency. This preliminary action enables the server to proactively manage bandwidth usage while ensuring low-latency delivery of game video streams.
Data Source
AI summary
Methods for hosting and operating a service and systems are provided. One method includes executing one or more video games on one or more servers of a hosting service. The one or more video games are played or used by one or more users on one or more client devices remote to the hosting service via compressed streaming interactive video. The compressed streaming interactive video is sent to the one or more client devices where decompression of the compressed streaming interactive video is preformed to display video of each of said one or more video games and said one or more servers are configured to receive user control input to driver interactivity with said one or more video games. The method includes broadcasting the one or more video games as one or more streams of real-time compressed digital video to enable one or more viewing client devices to view play of said one or more video games over the Internet. Each of the one or more viewing client devices receives one or more of the streams of real-time compressed digital video. The method includes overlaying with the streams of real-time compressed digital video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more video games. And, adjusting a compression rate for said broadcasting to each of said viewing client devices based on a respective connection performance each of said viewing client devices has with respect to said one or more servers of the hosting service.


