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
Engineering 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
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.
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.
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
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.
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
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.
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
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.
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.
Data Source
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.


