Concurrent Simulation Threads for Video Latency Compensation

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Solution Overview

Problem

Network latency and communication delays in server-based video games lead to time lag and inaccuracies in rendered graphics, affecting playability and user experience.

Innovation Solution

Implementing a method that uses concurrent simulation threads to predict and process user inputs, accounting for client-to-server latency by creating and adjusting simulation threads based on estimated delays, allowing for interpolation of intended outcomes and seamless rendering of video game scenarios.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If server-based video games are used to enable centralized software hosting and online multiplayer, then adaptability and user access are improved, but network latency and communication delays worsen, affecting playability and rendering accuracy

Engineering Contradiction:
Improveuser accessVSAvoidnetwork latency
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by executing multiple simulation threads in advance that predict possible future game states and user inputs. These simulation threads run concurrently to pre-calculate outcomes before actual user inputs are received, allowing the system to compensate for network latency by having predicted states ready when the delayed input arrives.

Inventive Principle:
Principle #10Preliminary action

2Device complexity

If traditional sequential processing is used to handle user inputs, then device complexity is reduced, but responsiveness and accuracy of rendered graphics relative to user commands deteriorate due to network delays

Engineering Contradiction:
Improveprocessing structureVSAvoidresponsiveness
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The processing system is segmented into multiple independent simulation threads, each handling a different predicted outcome scenario. This segmentation allows parallel processing of multiple potential game states simultaneously, improving responsiveness without requiring a fundamentally complex architectural change to the server infrastructure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically selects and processes simulation threads based on received user inputs. When a user input arrives, the system identifies which pre-executed simulation thread corresponds to the actual input and processes that thread to generate the appropriate rendered output, creating a dynamic response mechanism that adapts to actual user actions while compensating for network delays.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9433863B2Video processing using concurrent outcome simulation threads
Publication Date: 2016.09.06 DISH TECHNOLOGIES LLC
  • US9433863B2 patent drawing
  • US9433863B2 patent drawing
  • US9433863B2 patent drawing

AI summary

A method of processing video information is presented here. The method may begin by executing, with at least one processor, a plurality of concurrent simulation threads for an interactive video application, wherein each of the concurrent simulation threads corresponds to a predicted outcome of the video application. The method may continue by receiving user input intended to control the interactive video application, processing at least one of the concurrent simulation threads in response to the received user input to obtain an intended outcome of the video application, and providing the intended outcome of the video application for presentation to a user.