Client-Side Character Interaction Rendering in Remote Gaming

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current game server technologies face challenges in efficiently processing and rendering game interactions, particularly in multiplayer settings, where latency and synchronization of character interactions across different client devices are not adequately managed, leading to suboptimal gaming experiences.

Innovation Solution

The solution involves splitting game processing and rendering between a client device and a game server, where the client processes and renders character interactions such as targeting, delivery, and contact, while the server handles game state updates and synchronization, allowing for improved latency management and synchronization of game states across multiple clients.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If all game processing and rendering is done on the game server, then game state synchronization is simplified, but network latency increases and responsiveness to player input deteriorates

Engineering Contradiction:
Improvegame state synchronizationVSAvoidnetwork latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent segments game processing into two distinct parts: the game server handles game state updates and authoritative game logic, while the client device handles rendering of character interactions and local preprocessing of control input. This segmentation allows each component to operate independently, reducing network latency for responsive gameplay while maintaining synchronization through periodic server updates.

Inventive Principle:
Principle #1Segmentation

2Speed

If character interaction rendering is done on the client device, then responsiveness to player input improves, but synchronization complexity with the game server increases

Engineering Contradiction:
Improveresponse speedVSAvoidsynchronization complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The client device performs preliminary action by pre-rendering character interaction images based on control input before receiving full game state updates from the server. This allows the client to display responsive character animations immediately, then synchronize with the server's authoritative game state, reducing the perceived complexity of synchronization.

Inventive Principle:
Principle #10Preliminary action

3Stability of the object's composition

If control input is only processed on the game server, then game logic consistency is maintained, but processing speed and responsiveness to player input decrease

Engineering Contradiction:
Improvegame logic consistencyVSAvoidprocessing speed
Core Design Contradiction:
Stability of the object's compositionVSProductivity

Solution Approach 1:

The patent extracts the rendering function from the game server and places it on the client device. The client takes out the task of rendering character interactions and combines locally preprocessed control input with server-provided game state information. This extraction allows the server to focus on maintaining game logic consistency while the client handles high-speed rendering and local preprocessing.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS10159901B2Client side processing of character interactions in a remote gaming environment
Publication Date: 2018.12.25 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10159901B2 patent drawing
  • US10159901B2 patent drawing
  • US10159901B2 patent drawing

AI summary

Embodiments of the present invention split game processing and rendering between a client and a game server. A rendered video game image is received from a game server and combined with a rendered image generated by the game client to form a single video game image that is presented to a user. Control input is received by a client device and then communicated to a game server, potentially with some preprocessing, and is also consumed locally on the client, at least in part. An embodiment of the present invention processes and renders some or all of a character's interactions with game objects on the client device associated with the character. A character is associated with a client device when control input associated with the character is received from a user of the client device.