Video Game Latency Testing via Embedded Frame Data
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Solution Overview
Problem
Testing command execution latency in complex video games is challenging due to their large codebase and modular structure, requiring repeated testing across different developer teams, and existing methods are subjective, cumbersome, and prone to errors.
Innovation Solution
A video game test system comprising a front-end and back-end system that emulates user interactions, triggers a timer, and determines event latency by converting output signals to pixels to identify embedded stop conditions, providing an objective and repeatable measurement of latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If manual testing methods are used to test command execution latency in video games, then testers can identify latency issues, but the testing process becomes subjective, cumbersome, and prone to errors
Solution Approach 1:
The patent replaces manual mechanical testing operations with an automated test system that uses software agents to simulate user inputs and automatically measure command execution latency. The system substitutes human-operated mechanical testing with computerized automation, eliminating subjectivity and manual errors while providing precise, objective latency measurements through programmable test sequences and automated result analysis.
Solution Approach 2:
The test system performs self-service by automatically executing test commands, measuring latency, and generating results without continuous human intervention. The automated agent independently simulates user interactions, captures system responses, calculates latency metrics, and produces test reports, allowing the system to serve its own testing needs without requiring external manual operation for each test cycle.
2Reliability
If repeated testing is performed across different developer teams working on modular video game components, then code integration issues can be detected, but testing time increases significantly
Solution Approach 1:
The patent implements preliminary action by establishing a comprehensive automated test framework before code integration issues occur. The system pre-configures test sequences, input scenarios, and measurement protocols that are ready to execute immediately when code changes are introduced. This preliminary setup eliminates the need for repeated manual testing across different developer teams, as the automated system can quickly validate integrations without time-consuming manual reconfiguration.
Solution Approach 2:
The test system incorporates feedback mechanisms that automatically analyze test results and provide immediate information about code integration status. When modular components are integrated, the system executes relevant test sequences and feeds back latency measurements and error conditions to developers in real-time. This continuous feedback loop reduces the need for repeated testing by quickly identifying and communicating integration issues, allowing teams to make immediate corrections without extensive retesting.
3Reliability
If comprehensive testing is conducted on complex video game codebases with millions of lines of code, then code quality can be ensured, but the testing process becomes extremely time-consuming
Solution Approach 1:
The patent applies segmentation by dividing the comprehensive testing process into modular test sequences that correspond to different functional areas of the video game codebase. Instead of testing the entire million-line codebase as a single unit, the system segments tests into manageable components such as input handling, command processing, rendering pipelines, and physics engines. Each segment can be independently executed and validated, ensuring code quality across all modules while maintaining high testing efficiency through selective execution of relevant test segments.
Solution Approach 2:
The test system implements universality by creating a multi-functional automated testing platform that can handle various types of video game code and modular components through a single unified framework. The system uses universal test agents that can simulate different user interactions, adapt to various game engines and architectures, and measure latency across diverse code structures. This universal approach ensures comprehensive code quality testing across complex codebases without requiring separate testing processes for each module, thereby maintaining high productivity.
Data Source
AI summary
A video game test system can determine an objective measure of elapsed time between interaction with a video game controller and the occurrence of a particular event within the video game. This objective measure enables a tester to determine whether a video game is objectively operating slowly or just feels slow to the tester, and may indicate the existence of coding errors that may affect execution speed, but not cause visible errors. The system may obtain the objective measure of elapsed time by simulating a user's interaction with the video game. Further, the system may identify data embedded into a frame of an animation by the video game source code to identify the occurrence of a corresponding event. The system can then measure the elapsed time between the simulated user interaction and the occurrence or triggering of the corresponding event.


