Game Object Upscaling by Priority for Bandwidth-Aware Streaming

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Solution Overview

Problem

Existing computer game streaming technologies struggle to balance quality of service (QoS) with network constraints such as bandwidth and latency, as all game objects are treated equally, neglecting their varying priorities.

Innovation Solution

A processor assembly encodes game objects or regions based on their priority, applying different spatial and temporal resolutions to prioritize higher-priority objects, such as targets or interactive elements, while lower-priority objects like statistics displays receive lower resolutions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If all game objects are encoded at high resolution to maintain quality, then visual quality is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvevisual qualityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent applies different encoding qualities to different regions of the game screen based on their importance. High-priority regions (where the player is looking or interacting) are encoded at high resolution, while low-priority regions (background, statistics displays) are encoded at lower resolution. This resolves the contradiction by maintaining visual quality where needed while reducing overall bandwidth consumption.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the game screen into multiple priority zones and encodes each segment differently. By dividing the screen into high-priority and low-priority regions, the system can allocate bandwidth selectively, improving visual quality for critical areas while reducing total bandwidth usage compared to uniform high-resolution encoding.

Inventive Principle:
Principle #1Segmentation

2Speed

If all game objects are encoded at high frame rate to reduce latency, then responsiveness is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improveframe rateVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
SpeedVSQuantity of substance

Solution Approach 1:

The patent applies different frame rates to different game objects based on their priority. High-priority objects (interactive elements, targets) are encoded at high frame rates to ensure responsiveness, while low-priority objects (statistics displays, background elements) are encoded at lower frame rates. This resolves the contradiction by maintaining responsiveness for critical elements while reducing overall bandwidth consumption.

Inventive Principle:
Principle #3Local quality

3Device complexity

If uniform encoding is applied to all game objects, then encoding complexity is reduced, but quality of service deteriorates due to equal treatment of high and low priority objects

Engineering Contradiction:
Improveencoding complexityVSAvoidquality of service
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent implements priority-based differential encoding where the system identifies high-priority regions (player gaze, interaction zones) and encodes them with higher quality settings while using lower quality settings for low-priority regions. This resolves the contradiction by improving QoS for critical game elements without requiring completely complex custom encoding for each object, as the priority classification provides a systematic approach.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12564789B2Tuning upscaling for each computer game object and object portion based on priority
Publication Date: 2026.03.03 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12564789B2 patent drawing
  • US12564789B2 patent drawing
  • US12564789B2 patent drawing

AI summary

As understood herein, not all objects in a computer game are of equal priority. Given this recognition, present principles apply a range of spatial and temporal resolutions to various objects in the same game depending on the priority of the objects in the game.