Dynamic Streaming Video Game Client State Stream Engine
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Streaming video games is computationally expensive and time-consuming due to the need for remote servers to process both simulation and presentation, and users face long wait times downloading and installing large game files.
Innovation Solution
A dynamic video game client using a state stream game engine decouples simulation and presentation, allowing phased streaming where the simulation engine generates state data that is streamed to a presentation engine, enabling faster game access and reduced latency by transferring execution to user computing systems.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If video games are streamed to clients over the network, then users can access games without local installation, but the bandwidth requirements and latency increase due to the need to transmit large amounts of visual data
Solution Approach 1:
The patent segments the game system into three distinct components: simulation engine (server-side), presentation engine (client-side), and asset delivery system. This segmentation allows the computationally intensive simulation to run on the server while the lightweight presentation engine runs locally on the client, reducing network bandwidth requirements and latency by only transmitting essential state data rather than complete video streams.
Solution Approach 2:
The patent introduces an intermediary asset delivery system that pre-loads and caches game assets locally on the client device. This intermediary layer enables the presentation engine to quickly access and render game visuals using locally cached assets combined with server-provided state data, significantly reducing latency and bandwidth requirements compared to traditional full video streaming approaches.
2Reliability
If complete game files are downloaded and installed locally, then users can play games without network dependency, but the installation time and storage space required increase significantly
Solution Approach 1:
The patent implements partial installation by delivering only essential game assets and a lightweight presentation engine to the client device, rather than complete game files. The simulation engine remains on the server, and the client receives just enough assets to render visuals locally, dramatically reducing installation time and storage requirements while maintaining reliable gameplay through server-based simulation execution.
3Loss of information
If video games are streamed as complete video streams, then all visual information can be transmitted to clients, but the bandwidth consumption and processing resources on both server and client increase significantly
Solution Approach 1:
The patent extracts the computationally intensive simulation engine from the client device and relocates it to the server, while keeping only the lightweight presentation engine on the client. This extraction allows the system to transmit minimal state data instead of complete video streams, significantly reducing bandwidth consumption and processing resources on both server and client while maintaining complete visual information quality through local rendering.
Data Source
AI summary
Embodiments of the present application provide a phased streaming system and process using a dynamic video game client. The dynamic video game client can utilize a state stream game engine in combination with a game application streaming service to provide users with the ability to begin playing games quickly on a huge range of devices.


