Client-Side Game Console Networking Circuit for Remote Multiplayer Synchronization
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Traditional video game emulators cannot enable players in different geographical locations to play the same old fashion multiplayer video game together due to the restrictive architecture of the original consoles or arcade machines, limiting application flexibility.
Innovation Solution
A client-side video game console with a transmission circuit, user control device, and communication circuit that establishes a networking connection with a remote master-side console, allowing input values to be transmitted and instructions to be executed synchronously across multiple consoles, enabling simultaneous gameplay across different locations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional video game emulator architecture is used, then the original game can be emulated, but players in different geographical locations cannot play together
Solution Approach 1:
The system divides the multiplayer gaming architecture into master-side and client-side components. The master-side console runs the original game and generates game state data, while client-side consoles receive and display this data. This segmentation allows multiple players to connect through networking without requiring the original console's physical connection architecture, resolving the contradiction between maintaining original game compatibility and enabling remote multiplayer capability.
Solution Approach 2:
The patent introduces a networking connection as an intermediary layer between the master-side console and client-side consoles. This intermediary enables data transmission and synchronization across different geographical locations without requiring direct physical connections to the original game console, thus enabling remote multiplayer while preserving the original game's emulation integrity.
2Ease of operation
If physical connections to the same video game machine are required, then multiplayer gameplay is possible, but players must be present at the same location
Solution Approach 1:
The master-side console continuously transmits game state data and clock indicator values to client-side consoles, creating a feedback loop that maintains synchronization. The client-side consoles execute instructions based on received data and transmit their input values back to the master-side, ensuring that all players experience the same game state despite being in different locations, thus maintaining reliability while enabling remote access.
Solution Approach 2:
The system creates copies of the game environment on client-side consoles by transmitting and executing instructions from the master-side console. Each client-side console renders a copy of the game screen based on the transmitted game state data, allowing players to experience the game remotely while maintaining synchronization with the original game progression.
3Adaptability or versatility
If multiple consoles execute instructions independently, then each console can run the game, but synchronization across consoles cannot be maintained
Solution Approach 1:
The system implements periodic transmission of clock indicator values and game state data from the master-side console to client-side consoles. This periodic synchronization ensures that all consoles remain aligned in their execution of game instructions, maintaining timing precision while allowing distributed gameplay across multiple locations. The regular transmission intervals correct any drift in independent execution.
Data Source
AI summary
A control circuit of a client-side game console includes: a processor and a storage circuit for storing a computer program product. The processor is arranged to operably execute the computer program product to perform following operations: establishing networking connection between the client-side game console and a master-side game console; receiving client-side input values generated by a user control device of the client-side game console; transmitting the client-side input values to the master-side game console; receiving a target instruction and a pseudo clock indicator value transmitted from the mater-side game console; executing the target instruction in a client-side emulating environment based on the pseudo clock indicator value; and rendering an updated client-side game screen according to execution results of the target instruction and displaying the updated client-side game screen on a display device.


