Game Replay Circuit Using Stored Frames for Seamless Trickplay
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Solution Overview
Problem
Conventional video game systems require players to replay completed scenes when starting a new game, leading to frustration, especially when players get stuck on challenging scenes, and existing solutions like U.S. Pat. No. 6,699,127 are limited in playback options by only saving keyframe information.
Innovation Solution
A game system comprising a game engine circuit, controller circuit, and replay circuit that allows for smooth frame-by-frame trickplay, enabling players to review and resume gameplay from saved restore points without re-creating the game universe, using encoded video and audio along with keyframes for seamless playback and resource management.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If keyframe information is saved for re-rendering the game universe, then playback capability is provided, but playback options are limited and the graphics/sound rendering engine must re-create the game universe during review
Solution Approach 1:
The patent creates a copy of the game universe state through saved game state data and encoded video/audio content, allowing playback without re-rendering. Instead of using the graphics/sound rendering engine to re-create the game universe from keyframes, the system copies the actual rendered content and game state, enabling direct playback that frees system resources while providing comprehensive playback options including frame-by-frame trickplay.
2Stability of the object's composition
If players must replay completed scenes when starting a new game, then game continuity is maintained, but player time is wasted and frustration increases
Solution Approach 1:
The patent performs preliminary actions by saving game state data and encoded video/audio content during gameplay. This allows the system to reconstruct and replay previous game scenes without requiring players to actually replay them. The preliminary saving of game universe state and media content enables players to skip repetitive portions and focus only on challenging scenes, significantly reducing replay time while maintaining game continuity.
3Ease of operation
If the graphics and sound rendering engine is used to re-create the game universe during review, then playback is possible, but system resources are consumed that could be used for other activities
Solution Approach 1:
The patent extracts the playback function from the graphics/sound rendering engine by using saved game state data and encoded video/audio content directly. Instead of relying on the rendering engine to re-create the game universe during review, the system separates the playback function into a dedicated playback module that uses the pre-saved content, thereby freeing the graphics/sound rendering engine to perform other activities and improving overall system productivity.
4Quantity of substance
If only keyframe information is saved, then storage space is reduced, but playback options are limited to certain saved keyframe locations
Solution Approach 1:
The patent merges multiple types of data including game state information, encoded video content, and encoded audio content into a unified playback system. This combination allows the system to provide comprehensive playback options such as frame-by-frame trickplay, variable playback speeds, and selection of any point within the encoded content, not just predefined keyframe locations. The merged data structure maintains storage efficiency while dramatically increasing playback versatility.
Data Source
AI summary
An apparatus comprising a game engine circuit, a controller circuit and a replay circuit. The game engine circuit may be configured to generate a video signal that represents a real time game environment. The controller circuit may be configured to present signals received from a game user. The signals may be configured to control operations of an avatar of a game player within the real time game environment. The replay circuit may be configured to store a frame comprising (i) one or more portions of the video signal and (ii) one or more game restore points. The stored frames may be configured to (i) allow the game user to review a previously played portion of the game environment and (ii) resume playback in the real time game environment from one of the game restore points.


