In-game Virtual Split Screen with Peer-to-Peer Video Conferencing

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current multiplayer gaming systems lack the capability to seamlessly share real-time video and audio communications within the game environment, particularly in complex scenarios like cooperative first-person shooting games and massively multiplayer online games, due to bandwidth and processing requirements, as well as the complexity of implementing such systems on a wide scale.

Innovation Solution

The implementation of virtual split screens with peer-to-peer video capabilities, where a computer system captures and combines live video and audio streams with in-game data to create composite streams, allowing real-time sharing of player viewpoints and communications during online gaming, using a processor, memory, camera, microphone, and network streamer to send and receive data over a computer network.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If concurrent video and audio communications are provided in-game in real-time, then real-time communication capability is improved, but bandwidth and processing requirements increase

Engineering Contradiction:
Improvereal-time communication capabilityVSAvoidbandwidth and processing requirements
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent segments the communication system into multiple independent components: text chat functionality, voice communication modules, and video communication modules. Each component operates independently with its own resource requirements, allowing the system to provide real-time communication capabilities while managing bandwidth and processing loads through selective activation and independent optimization of each segment.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If video communication functionality is added to multiplayer games, then communication versatility is improved, but system complexity increases

Engineering Contradiction:
Improvecommunication versatilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal communication framework that handles text, voice, and video communications through a common architecture. The system uses standardized protocols and shared infrastructure components that can serve multiple communication types, reducing overall system complexity despite the added versatility. The same network stack, rendering engine, and user interface framework support all communication modalities.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Loss of information

If in-game screen sharing is implemented, then information sharing capability is improved, but processing power requirements increase

Engineering Contradiction:
Improveinformation sharing capabilityVSAvoidprocessing power requirements
Core Design Contradiction:
Loss of informationVSPower

Solution Approach 1:

The patent implements screen sharing by creating simplified graphical copies of the game display rather than transmitting the full-resolution native render. The system generates lower-resolution representations or selectively rendered views of the game world that convey essential information to teammates. These copied graphical elements are then transmitted and displayed in picture-in-picture overlays, reducing processing requirements while maintaining effective information sharing capability.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS9839854B2Built-in support of in-game virtual split screens with peer-to peer-video conferencing
Publication Date: 2017.12.12 NVIDIA CORP
  • US9839854B2 patent drawing
  • US9839854B2 patent drawing
  • US9839854B2 patent drawing

AI summary

Methods of providing in-game virtual split screens with peer-to-peer video conferencing are described for use in online gaming, for instance. In one approach, a live video stream, a live audio stream, and a player viewpoint are sent from a first computer system for receipt by a second computer system. The first and second computer systems concurrently execute the online game. The live video stream, the in-game video stream, and locally rendered in-game content are combined to create a composite video stream, and the live audio stream, the in-game audio stream, and locally generated in-game audio are combined to create a composite audio stream. The composite video stream and the composite audio stream are operable to be presented at the second computer system in real-time.