Cloud Game Replay via Input Recording
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Solution Overview
Problem
Cloud-based video game replay functionality consumes substantial memory and bandwidth, leading to performance issues and inefficient use of network resources.
Innovation Solution
A method where a client device platform delivers game inputs to an emulator, records and stores them, suspends the game, generates a snapshot, and re-emulates the game inputs to produce a replay, reducing memory and bandwidth usage by storing only game inputs and timestamps.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional replay recording is implemented in cloud-based gaming, then replay functionality is available, but memory consumption and bandwidth usage increase substantially
Solution Approach 1:
The patent extracts only the essential elements needed for replay (game inputs and timestamps) from the complete game state, storing only these critical data points rather than full game snapshots. This selective extraction reduces memory consumption while preserving replay capability.
Solution Approach 2:
Instead of storing actual game state data, the system creates a simplified copy represented by input commands and timestamps. This abstract copy allows replay generation without requiring substantial memory storage of the original game state.
2Reliability
If traditional replay delivery is implemented over cloud network, then replay functionality is provided, but bandwidth consumption increases substantially
Solution Approach 1:
The system extracts and transmits only the minimal necessary data (input commands and timestamps) for replay generation, rather than delivering complete game state recordings. This dramatically reduces network bandwidth consumption while maintaining replay delivery functionality.
3Reliability
If replay files are stored on cloud server, then replay functionality is maintained, but available memory on server is consumed
Solution Approach 1:
The patent changes the parameters of stored data from complete game states to simplified input command sequences with timestamps. This parameter transformation reduces the volume of data requiring server memory storage while preserving the ability to generate replays.
4Reliability
If cloud-based replay service is provided, then replay functionality is available, but game performance deteriorates due to network load
Solution Approach 1:
By extracting and transmitting only essential replay data (inputs and timestamps) rather than complete game recordings, the system minimizes network traffic and reduces the load on cloud infrastructure, thereby maintaining game performance while providing replay services.
Data Source
AI summary
A client device platform may provide an emulator with game inputs to advance an emulated game from a first state to a second state. The emulator may record the game inputs. Once the emulation of the game is suspended, the client device platform may deliver a replay request to the emulator. Upon receiving the replay request, the emulator may re-emulate the game inputs that have been stored in the emulator's memory. The re-emulation will produce the replay which may be delivered back to the client device platform. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.