Gaming Visualizer Architecture for Device-Independent Game Rendering
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Solution Overview
Problem
Existing gaming systems face challenges in providing a consistent high-end user experience across diverse electronic user devices due to varying processing capabilities and the need for frequent software adjustments, especially on lower quality devices.
Innovation Solution
A gaming system architecture involving a server and a visualizer module that offloads graphical processing from the electronic user device, using a visualizer to generate game visuals remotely and distribute them efficiently, allowing for device-independent game visuals.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the electronic user device performs all visual processing locally, then the device requires high processing power and hardware resources, but this increases device complexity and excludes lower-quality devices
Solution Approach 1:
The patent extracts the visual processing function from the electronic user device and places it in a separate visualizer component. The server generates visual instructions that are sent to the visualizer, which then renders the visuals and sends them to the display device. This separation allows the user device to have minimal processing requirements while maintaining high visual quality.
Solution Approach 2:
The visualizer acts as an intermediary between the server and the display device. It receives visual instructions from the server, processes them into actual visuals, and then displays them. This intermediary component handles all the complex visual processing, freeing the user device from needing high processing power.
2Adaptability or versatility
If dedicated software is created for each electronic user device type, then the user experience is optimized for each device, but this increases software complexity and requires frequent updates
Solution Approach 1:
The server generates visual instructions in a universal format that can be processed by the visualizer regardless of the specific display device type. The visualizer handles device-specific rendering, allowing the same game logic to run on diverse devices without requiring separate software versions. This universal approach maintains adaptability while simplifying software architecture.
3Productivity
If the electronic user device has limited processing resources, then more devices can be supported, but the visual quality and frame rate suffer
Solution Approach 1:
By extracting visual processing from the user device to the visualizer, the system enables devices with limited processing resources to run high-quality visuals. The visualizer handles all intensive rendering operations, allowing even low-power devices to display high-resolution graphics at high frame rates without compromising device accessibility.
4Manufacturing precision
If high-resolution visuals with high frame rate are displayed, then user experience quality improves, but this requires significant processing power and energy consumption
Solution Approach 1:
The visualizer serves as an intermediary that handles all energy-intensive visual processing operations. By offloading rendering to the visualizer (which can be a separate hardware component or server-side system), the user device consumes significantly less energy while still displaying high-resolution visuals at high frame rates. The visualizer manages the computational burden, allowing the end device to operate with lower power consumption.
Data Source
AI summary
The present disclosure generally relates to a computer implemented method for operating a gaming system, and specifically a scheme for allowing an electronic user device to be implemented in a simplified manner, where the electronic user device is configured to interact with a game provided in relation to the gaming system. The present disclosure also relates to a corresponding gaming system and computer program product.

