Cloud Gaming Latency Reduction via Local Audio Haptic Processing

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Solution Overview

Problem

Cloud gaming platforms face significant latency issues due to the need for high-speed internet and remote processing of audio, visual, and haptic content, which can lead to delayed user input responses, especially in games requiring quick reactions like FPS and MOBA games.

Innovation Solution

Separating audio and haptic content processing from visual content, allowing for local processing and caching of audio and haptic data to reduce latency, while visual data is processed remotely, and using probabilistic caching to anticipate and prepare outputs before user input.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If all audio, visual and haptic content is processed remotely at the server, then centralized processing control is maintained, but latency is increased due to network transmission delays

Engineering Contradiction:
ImprovelatencyVSAvoidprocessing distribution complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent segments the audio-visual-haptic content into separate processing streams. Audio and haptic data are processed locally at the user device, while visual data is processed remotely at the server. This segmentation allows low-latency local processing for time-sensitive audio and haptic feedback while maintaining centralized visual rendering, thereby reducing overall perceived latency without requiring complete local processing capability

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements pre-emptive caching of audio and haptic content at the user device before it is actually needed. By anticipating upcoming gameplay events and pre-loading associated audio and haptic data into local memory, the system prepares processing resources in advance, reducing the actual processing latency when the events occur while maintaining simple server-side architecture

Inventive Principle:
Principle #10Preliminary action

2Loss of time

If high-speed internet connectivity is used, then bandwidth requirements are met, but latency cannot be fully eliminated without local processing

Engineering Contradiction:
Improveinput response timeVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Loss of timeVSUse of energy by moving object

Solution Approach 1:

The patent extracts audio and haptic data processing from the remote server and implements it locally at the user device. By taking out these specific processing functions from the centralized system, the patent eliminates the need for continuous high-speed network transmission of audio and haptic data, reducing bandwidth consumption while significantly improving input response time for these sensory outputs

Inventive Principle:
Principle #2Taking out (Extraction)

3Loss of time

If audio and haptic data is processed locally, then latency is reduced, but local device processing power and storage capacity are utilized

Engineering Contradiction:
Improveaudio haptic response latencyVSAvoidlocal storage capacity
Core Design Contradiction:
Loss of timeVSQuantity of substance

Solution Approach 1:

The patent applies partial action by implementing pre-emptive caching only for audio and haptic content that is anticipated to be needed soon, rather than caching all possible content. The system caches audio and haptic data selectively based on probability of upcoming gameplay events, utilizing only the necessary portion of local storage capacity while achieving latency reduction for the most time-sensitive content

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20240293739A1Method And System To Reduce Latency In Cloud Gaming
Publication Date: 2024.09.05 SONY COMP ENTERTAINMENT EURO LTD
  • US20240293739A1 patent drawing
  • US20240293739A1 patent drawing
  • US20240293739A1 patent drawing

AI summary

The invention provides a computer-implemented method of reducing latency in a cloud gaming system, the cloud gaming system comprising a local user device and a connected remote server, the method comprising: receiving a user input at the user device, wherein the user input initiates a gameplay event, the gameplay event comprising a visual output and one or both of an audio output and a haptic output, each to be outputted locally at the local user device; processing graphical data remotely at a processing unit of the server to provide the visual output of the gameplay event; and processing one or both of audio data and haptic data locally at a processing unit of the user device to provide the one or both of the audio output and the haptic output of the gameplay event respectively.