Endpoint Game Streaming Latency Reduction via Segmented Asset Management
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Solution Overview
Problem
Streaming video games over the internet often suffer from high latency due to the need for constant data transfer from remote servers, which can disrupt gameplay, especially in fast-paced games that require precise inputs.
Innovation Solution
By hosting the computation engine on the user's endpoint device and downloading only the necessary game content during game transitions, the system reduces latency by processing inputs and rendering outputs locally, minimizing the need for continuous internet access and allowing for efficient management of game assets.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If video games are streamed from remote servers, then players can access games without local storage, but latency increases due to constant data transfer
Solution Approach 1:
The system downloads game content in advance during game transitions (loading screens, level completions, menu navigation) when the game is not actively being played. This preliminary downloading ensures that content is available locally before it is needed, eliminating latency during actual gameplay while maintaining the ability to stream from remote servers.
2Reliability
If game content is downloaded during active gameplay, then content availability improves, but latency increases due to network dependency
Solution Approach 1:
The system performs downloads periodically during designated transition periods between gameplay segments, rather than attempting to download during active gameplay. This periodic downloading pattern ensures content is refreshed and updated without interrupting the flow of active gaming sessions, maintaining both reliability and responsiveness.
3Speed
If all game content is stored locally, then access speed improves, but device storage requirements increase
Solution Approach 1:
The system divides game content into separate segments or chunks that can be downloaded and stored independently. Only the segments currently needed for gameplay are downloaded to local storage, while other segments remain on remote servers. This segmentation allows fast access to active content without requiring the entire game to be stored locally, optimizing both speed and storage utilization.
Data Source
AI summary
Methods, computer-readable media, and systems for streaming a video game in parts to reduce latency are disclosed. One example method includes executing a video game on a user endpoint device, determining that a game transition is detected in the video game, identifying, during the game transition, game content that is needed to continue executing the video game after the game transition, downloading, during the game transition, the game content that is needed to continue executing the video game after the game transition, identifying, during the game transition, game content that is currently downloaded to the user endpoint device that is not needed to continue executing the video game after the game transition, and deleting, from the user endpoint device during the game transition, the game content that is currently downloaded to the user endpoint device that is not needed to continue executing the video game after the game transition.


