Client Asset Caching for Cloud Game Streaming Latency

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current cloud gaming systems experience significant wait times for users as they load and stream graphic-intensive games, leading to potential user disengagement due to the linear progression and loading of game content, which can result in lost interest and revenue for game developers.

Innovation Solution

Implement a method where the client device renders initial content locally from storage before initiating cloud streaming, allowing for immediate engagement with the game while the cloud gaming service prepares for interactive gameplay, and utilizes client caching to optimize bandwidth usage during streaming.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If cloud gaming systems stream graphic-intensive games, then users can access high-quality games, but users experience significant wait times during loading and streaming

Engineering Contradiction:
Improvegame qualityVSAvoidwait time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system performs preliminary actions by caching visual and audio assets on the client device before they are needed for gameplay. When a user selects a game, the system begins streaming and caching assets in the background, so that when the user is ready to play, the assets are already available locally, eliminating wait times during gameplay transitions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game content is segmented into discrete visual and audio assets that can be cached and streamed independently. This allows the system to load and cache specific assets in parallel rather than waiting for complete game loading, reducing overall wait time while maintaining high game quality.

Inventive Principle:
Principle #1Segmentation

2Stability of the object's composition

If cloud gaming systems load and stream game content linearly, then game content is delivered systematically, but users lose interest and disengage due to waiting

Engineering Contradiction:
Improvecontent delivery structureVSAvoiduser engagement
Core Design Contradiction:
Stability of the object's compositionVSProductivity

Solution Approach 1:

The system maintains continuity of useful action by allowing users to interact with the game interface and menu systems immediately while asset caching and streaming continue in the background. This eliminates idle waiting time and keeps users engaged with the game experience from the moment they select a game.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

Asset caching and streaming operations begin in advance before the user needs to play, preparing game content proactively rather than reactively. This preliminary preparation eliminates delays during gameplay transitions and maintains continuous user engagement.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If cloud gaming systems stream all game assets, then complete game functionality is provided, but bandwidth usage increases and streaming efficiency decreases

Engineering Contradiction:
Improvegame functionalityVSAvoidbandwidth usage
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The system applies local quality by caching visual and audio assets locally on the client device rather than streaming everything continuously. This allows complete game functionality to be provided while significantly reducing bandwidth usage, as assets are downloaded on-demand and cached for local playback during gameplay.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11623141B2Cloud game streaming with client side asset integration
Publication Date: 2023.04.11 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11623141B2 patent drawing
  • US11623141B2 patent drawing
  • US11623141B2 patent drawing

AI summary

A method for streaming gameplay of a cloud video game is provided, including: executing the cloud video game to generate gameplay video; streaming the gameplay video over a network to a client device, the gameplay video being presented by the client device on a display; during the streaming of the gameplay video, transmitting one or more assets over the network to the client device, the assets being cached by the client device; wherein the cached assets are processed by the client device and utilized in the gameplay video before being presented on the display, wherein streaming the gameplay video includes identifying a given one of the cached assets that was transmitted over the network to the client device and identifying where in the gameplay video the given cached asset is to be utilized.