Dual Mode Game Execution Transition
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Solution Overview
Problem
Current computer game execution models either require full client-side installation of game logic and rendering, or rely solely on server-side rendering, neither of which efficiently supports immediate game play and dynamic adaptation to changing game states.
Innovation Solution
A dual mode execution model where game video is initially rendered on a server and streamed to clients, with client-side game logic and content downloaded dynamically based on game state probabilities, allowing seamless transition between server-side and client-side rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If server-side rendering is used to enable immediate game play, then game accessibility is improved, but rendering quality and client-side control are worsened
Solution Approach 1:
The rendering architecture is segmented into two distinct modes: server-side rendering for immediate play and client-side rendering for enhanced control. The system divides the game execution into separate components that can operate independently or in combination, allowing players to choose the appropriate mode based on their needs.
Solution Approach 2:
The system implements dynamic switching between server-side and client-side rendering modes. The rendering architecture is made adaptable by allowing transitions between different operational states, enabling the system to optimize performance based on real-time conditions such as network status, hardware capabilities, and game state requirements.
2Manufacturing precision
If full client-side installation is required for game execution, then rendering quality is improved, but installation time and accessibility are worsened
Solution Approach 1:
The server performs preliminary rendering actions by generating and streaming game video to clients before any client-side installation occurs. This allows players to immediately view and interact with the game while the full client software is being downloaded in the background, effectively eliminating perceived installation time.
Solution Approach 2:
The server acts as an intermediary that provides rendering services to clients who lack full game installation. By serving rendered video streams, the server enables game access for players with limited hardware or storage capacity, while still allowing high-quality rendering through the server's more powerful hardware.
3Ease of operation
If server-side rendering is used, then immediate play is enabled, but network dependency and latency are worsened
Solution Approach 1:
The system dynamically adapts between server-side and client-side rendering based on network conditions. When network connectivity is poor or unreliable, the system can transition to client-side rendering mode, allowing the game to continue operating with reduced network dependency and lower latency.
Solution Approach 2:
The rendering mode parameter is changed based on network reliability assessments. The system monitors network conditions and adjusts the rendering architecture accordingly, switching from server-side to client-side rendering when network dependency becomes a reliability issue.
4Adaptability or versatility
If client-side rendering is implemented, then game control and quality are improved, but hardware requirements and device complexity are worsened
Solution Approach 1:
The system segments the rendering workload between server and client based on hardware capabilities. Players with powerful hardware can run full client-side rendering for maximum control and quality, while players with less capable devices can rely on server-side rendering, effectively segmenting the user base by hardware strength.
Solution Approach 2:
The game system is designed to be universal by supporting multiple rendering modes. The same game can be accessed and played with different levels of client-side involvement, making the system adaptable to a wide range of hardware configurations from basic mobile devices to high-performance PCs.
Data Source
AI summary
A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. The computing system is further configured to provide executable content of the computer program to the client over the communication network in parallel with the video stream. When a sufficient amount of the executable content has been provided to the client execution of the computer program is transitioned from the server to the client. The transition optionally includes communicating a state of the computer program from the server to the client. The executable content can be provided to the client in an order that is determined based on the state of the computer program. Those parts of the executable content deemed most likely to be necessary to support game play on the client are given priority.


