Console Gameplay Architecture for Low-Bandwidth Local and Remote Play

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Solution Overview

Problem

Existing remote play technologies require minimum bandwidths of 5 Mbps, leading to issues like long latency, undesirable data consumption, battery drain, and unsatisfactory multiplayer experiences due to low bandwidth, and lack of support for various platforms and controllers, resulting in an unsatisfactory user experience.

Innovation Solution

A game console system with a single encoder and RTP sender manages peer-to-peer connections, adapts encoding properties based on client requirements, and employs AI to substitute low bandwidth players, ensuring smooth gameplay across varying network conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If existing remote play technologies are used to connect remote players, then multiplayer gaming is enabled, but long latency and undesirable data consumption occur due to minimum bandwidth requirements of 5 Mbps

Engineering Contradiction:
Improvemultiplayer gaming connectivityVSAvoidlatency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent introduces a cloud-based intermediary server that mediates between the game console and remote players. The console streams gameplay to the cloud server, which then redistributes it to remote players, eliminating direct peer-to-peer connections and reducing latency through optimized routing and buffering.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates multiple copies of the gameplay stream - one for local display and additional copies for remote players. The cloud server maintains synchronized copies of the game state and video stream, allowing multiple players to access identical gameplay content without requiring direct connections to each other's devices.

Inventive Principle:
Principle #26Copying

2Reliability

If existing remote play technologies are used, then remote gaming is enabled, but battery drain occurs on remote players' devices due to continuous high-bandwidth streaming

Engineering Contradiction:
Improveremote play functionalityVSAvoidbattery consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The cloud server dynamically adjusts streaming parameters including resolution, bitrate, and frame rate based on each remote player's network conditions and device capabilities. This optimization reduces the energy required for decoding and displaying video streams on remote devices while maintaining acceptable gameplay quality.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If a battery of a remote player's controller or mobile phone runs out of power, then the game simply ends on the other side, but continuous gameplay experience should be maintained

Engineering Contradiction:
Improvegameplay continuityVSAvoidsession persistence
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The cloud server maintains a persistent copy of the game state and continues running the game session independently of individual player devices. When a player's device or controller loses power, their input connection is terminated but the game continues on the server, allowing other players to continue and the disconnected player to rejoin when restored.

Inventive Principle:
Principle #26Copying

4Adaptability or versatility

If Steam's cloud server transcoding is used to match downlink bitrate, then remote player compatibility is improved, but significant latency is introduced

Engineering Contradiction:
Improveremote player compatibilityVSAvoidstreaming latency
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The cloud server performs preliminary encoding and preparation of video streams in advance, creating multiple resolution versions and buffering data before it is needed. This pre-processing allows the server to quickly adapt to changing player requirements without real-time transcoding delays.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically selects from pre-encoded video streams based on current network conditions rather than transcoding in real-time. The cloud server monitors bandwidth and device capabilities, then switches between prepared video quality levels, eliminating the latency of on-the-fly transcoding while maintaining compatibility across diverse devices.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250242235A1Local or remote console or PC-based gameplay with local and remote friends
Publication Date: 2025.07.31 ADEIA GUIDES INC
  • US20250242235A1 patent drawing
  • US20250242235A1 patent drawing
  • US20250242235A1 patent drawing

AI summary

Methods and systems are provided for improving remote computing experiences. The methods leverage modified PC or console architectures, which enable both local and remote console connections. The systems operate with multiple devices through a peer-to-peer connection. In the context of gaming, the systems are engineered to address obstacles such as low upstream rates and limited bandwidth or quality of service. An AI trained on play style is used as a substitute for a low bandwidth client. Also, methods are provided for inviting remote players, transferring control to a remote user, managing controller connections, and addressing low bandwidth situations using adaptive bitrate. The enhancement of connection, single encoding, and transmission processes contributes to a superior computing and/or gaming experience for all players, irrespective of their bandwidth or quality of service. Related networks, models, apparatuses, devices, techniques, articles, architectures, packets, manifests, tables, data storages, and graphical user interfaces are provided.