Command Latency Testing via Embedded Pixel Data
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Solution Overview
Problem
Testing command execution latency in complex video games is challenging due to the complexity of the games, which consist of millions of lines of code and involve multiple developers, leading to inconsistencies and subjective evaluations of responsiveness.
Innovation Solution
A system and method that utilize a hardware processor to simulate user interactions, initiate timers, capture output signals, and determine command latency by identifying embedded data in pixels, providing an objective measurement of latency between user input and corresponding events in video games.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If video games are made more complex with millions of lines of code and multiple developers, then the functionality and features of the game are improved, but the difficulty of testing and ensuring consistent operation across different modules increases
Solution Approach 1:
The patent introduces an intermediary testing system that acts as a mediator between the complex game code and the testing process. This system uses automated command injection and output capture mechanisms to bridge the gap between multiple developers' modules, enabling systematic testing without requiring manual coordination across the entire codebase.
Solution Approach 2:
The testing system changes key parameters by measuring command execution latency as a quantitative metric. By transforming the qualitative assessment of game responsiveness into measurable time parameters (latency values), the system enables objective comparison and consistent evaluation across different game modules and versions.
2Ease of manufacture
If manual testing of video game responsiveness is performed, then the testing process is simpler to implement, but the measurement precision and objectivity of latency evaluation deteriorates
Solution Approach 1:
The patent replaces manual human testing (mechanical/systematic human evaluation) with an automated computer-based testing system. The system uses automated command injection, timer initiation, and output capture mechanisms to eliminate human subjectivity while maintaining ease of implementation through software automation.
Solution Approach 2:
The testing system creates a copy of the user interaction process by injecting test commands that simulate actual user input. This copying mechanism allows the system to measure latency without requiring actual human users, thereby maintaining objectivity while preserving the realism of the testing scenario.
3Reliability
If repeated testing and retesting of video game code is performed, then the reliability of game operation is improved, but the time consumption and testing efficiency worsens
Solution Approach 1:
The testing system implements periodic automated testing that can be repeatedly executed without manual intervention. By establishing a standardized testing cycle that automatically injects commands, captures output, and measures latency, the system enables frequent retesting to verify operation consistency while minimizing time loss through automation.
Solution Approach 2:
The testing system performs self-service by automatically executing the entire testing workflow without requiring continuous human involvement. The system independently injects test commands, initiates timers, captures output signals, analyzes latency measurements, and generates results, thereby enabling repeated testing while reducing overall time consumption.
Data Source
AI summary
An application test system can determine an objective measure of elapsed time between interaction with a user interface device and the occurrence of a particular event within the application, such as a video game. This objective measure enables a tester to determine whether an application is objectively operating slowly or just feels slow to the tester, and may indicate the existence of coding errors that may affect execution speed, but not cause visible errors. The system may obtain the objective measure of elapsed time by simulating a user's interaction with the application. Further, the system may identify data embedded into a frame of an animation by the application source code to identify the occurrence of a corresponding event. The system can then measure the elapsed time between the simulated user interaction and the occurrence or triggering of the corresponding event.


