Edge Cloud Gaming Proxy for Low-Latency Packet Retransmission

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Solution Overview

Problem

Cloud gaming over wireless networks, particularly with 5G, is prone to packet loss and latency issues due to unreliable connections, which current retransmission strategies from data centers are inefficient and bandwidth-intensive.

Innovation Solution

Deploying a cloud gaming proxy at the edge of the network, proximate to the user, to buffer and retransmit lost packets, minimizing latency and maintaining high-quality video streaming by reducing the need for long-distance communication.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If retransmission is performed from data center for lost packets, then reliability is improved, but latency increases and bandwidth consumption increases

Engineering Contradiction:
Improvepacket delivery reliabilityVSAvoidretransmission latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent introduces an intermediary retransmission server positioned between the data center and the client device. This intermediary receives lost packets from the data center and performs local retransmission to the client, eliminating the need for packets to traverse the entire network path back to the data center and return. The intermediary acts as a mediator that reduces round-trip time for retransmissions while maintaining reliability.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system performs preliminary actions by buffering video frames at the retransmission server before actual retransmission is needed. When packet loss is detected, the buffered frames are immediately available for rapid retransmission without waiting for the data center to process and send the packets again. This preliminary preparation significantly reduces retransmission latency.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If retransmission is performed from data center for lost packets, then reliability is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvepacket delivery reliabilityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The retransmission server acts as an intermediary that handles packet retransmission locally, reducing the amount of data that needs to traverse the wide-area network between the data center and client. By performing retransmission at the edge network, the system conserves backbone network bandwidth while maintaining reliable packet delivery to the client.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Loss of time

If cloud gaming proxy is deployed at edge compute proximate to client, then retransmission latency is reduced, but device complexity increases

Engineering Contradiction:
Improveretransmission latencyVSAvoidsystem architecture complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent introduces a retransmission server as an intermediary component that simplifies the overall system architecture. Rather than requiring complex client-side implementations or modifications to the data center architecture, the solution adds a dedicated server component that handles retransmission logic centrally, making the system easier to manage and implement.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system implements feedback mechanisms where the client device sends acknowledgment signals to the retransmission server about received packets. This feedback loop enables the server to intelligently determine which packets need retransmission, optimizing the retransmission process while maintaining manageable system complexity through standardized communication protocols.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260054163A1Edge compute proxy for cloud gaming and 5g
Publication Date: 2026.02.26 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260054163A1 patent drawing
  • US20260054163A1 patent drawing
  • US20260054163A1 patent drawing

AI summary

A method is provided, including the following operations: executing, at a server in association with a video game session, a video game for a client device; identifying an edge compute of a network that is associated with a base station with which the client device is communicatively coupled; deploying, in support of execution of the video game, a cloud gaming proxy to the edge compute; and transmitting packets including game packets during the video game session to the cloud gaming proxy over the network, wherein the cloud gaming proxy includes a buffering logic that buffers the game packets, and to retransmit lost packets of the video game session to the client device.