Interactive Game Streaming: Adaptive Cutscene Delivery
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Solution Overview
Problem
Cloud gaming systems face high bandwidth and computing resource demands due to ultra-low latency encoding of interactive content, particularly for cutscenes and advertisements, leading to inefficient use of network resources.
Innovation Solution
Switch from network-managed real-time encoding to over-the-top adaptive bitrate encoding for non-interactive content, using a first streaming protocol for interactive content and a second adaptive bitrate protocol for non-interactive content, allowing for customized and efficient delivery of supplemental content.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If ultra-low latency encoding is used for interactive content including cutscenes, then real-time interactivity is improved, but bandwidth consumption increases significantly
Solution Approach 1:
The patent segments content delivery into two distinct paths: interactive content uses real-time encoding protocols (WebRTC, RTP) while non-interactive cutscenes use adaptive bitrate protocols (HLS, DASH). This segmentation allows each content type to receive appropriate encoding treatment, reducing overall bandwidth consumption while maintaining interactivity where needed.
Solution Approach 2:
Different quality characteristics are applied locally to different content types. Interactive content receives high-quality real-time encoding with low latency, while cutscenes receive optimized encoding for bandwidth efficiency. The system dynamically switches between encoding methods based on content type, achieving optimal local quality for each segment.
2Reliability
If network-managed real-time encoding is used for all content, then interactivity is maintained, but computing resources at network edge are over-consumed
Solution Approach 1:
The patent extracts cutscene rendering from the real-time interactive gaming pipeline. Cutscenes are rendered separately using optimized encoding methods rather than being processed through the full real-time encoding pipeline. This extraction reduces the computational burden on network edge devices while maintaining interactivity for actual gameplay segments.
Solution Approach 2:
The system dynamically adjusts encoding methods based on content type and delivery requirements. The streaming system switches between real-time and adaptive bitrate protocols depending on whether the content requires interactivity or can be delivered more efficiently, optimizing resource consumption across varying operational conditions.
3Manufacturing precision
If high bitrate encoding is used for cutscenes to ensure quality, then video quality is improved, but distribution speed decreases
Solution Approach 1:
The patent changes encoding parameters based on content type. Cutscenes use adaptive bitrate encoding that adjusts quality parameters dynamically during delivery, allowing the system to optimize between video quality and distribution speed. The encoding parameters are adapted to match network conditions and content requirements, achieving efficient delivery without sacrificing necessary quality.
Data Source
AI summary
Interactive video game content for a video game is streamed to a client device using a first streaming protocol configured for low-latency streaming. When an indication of non-interactive content to be inserted into the video game is detected, streaming of the interactive video game content to the client device is paused and the non-interactive content is streamed to the client device using a second streaming protocol configured for adaptive bitrate streaming. Upon receiving an indication that streaming of the non-interactive content to the client device has ended, streaming of the interactive content to the client device is resumed using the first streaming protocol.


