I/O Level Virtualization for Cloud Gaming Resource Efficiency

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Solution Overview

Problem

Existing virtual environment systems require each virtual machine to have its own operating system, leading to inefficient resource allocation and increased complexity in supporting multiple independent applications on a single hardware device.

Innovation Solution

Implementing I/O level virtualization, where multiple video game environments share a common operating system and resources like memory and processor time, with separate virtual I/O shells for each game to manage inputs and outputs, allowing for parallel execution of multiple games on the same operating system.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If each virtual machine is allocated a separate operating system, then isolation and independence are improved, but resource efficiency and system complexity deteriorate

Engineering Contradiction:
ImproveisolationVSAvoidresource efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent segments the virtualization architecture into multiple levels: full virtualization for complete isolation when needed, and I/O level virtualization for shared resource efficiency. This allows different games to use different virtualization modes based on their requirements, improving both isolation where needed and resource efficiency where possible.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal base operating system that can serve multiple virtual machines simultaneously through I/O level virtualization. This base OS provides common services to multiple games, improving resource efficiency while maintaining game-specific functionality through virtualized I/O channels.

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

2Adaptability or versatility

If each virtual machine is allocated a separate operating system, then independence is improved, but device complexity deteriorates

Engineering Contradiction:
ImproveindependenceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the virtualization approach into two distinct modes: full virtualization for games requiring complete independence, and I/O level virtualization for games that can share system resources. This segmentation allows the system to manage complexity by offering different levels of isolation rather than forcing a single complex architecture on all games.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a virtual I/O shell as an intermediary layer between the base operating system and individual games. This mediator handles I/O virtualization, allowing games to access resources independently through virtual channels while sharing the underlying OS, thus reducing overall system complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If I/O level virtualization is implemented, then resource sharing efficiency is improved, but I/O isolation deteriorates

Engineering Contradiction:
Improveresource sharing efficiencyVSAvoidI/O isolation
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent introduces a virtual I/O shell as an intermediary that provides both resource sharing and I/O isolation. This mediator layer allows efficient resource sharing through the base OS while simultaneously providing game-specific I/O channels that maintain isolation, resolving the contradiction between sharing efficiency and isolation.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent segments I/O resources into virtual channels that are assigned to individual games within the I/O shell. This segmentation provides I/O isolation at the channel level while allowing efficient sharing of underlying hardware resources through the base operating system.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11845004B2Game execution environments
Publication Date: 2023.12.19 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11845004B2 patent drawing
  • US11845004B2 patent drawing
  • US11845004B2 patent drawing

AI summary

Systems and methods are provided for cloud gaming. One system includes a plurality of computing resources in one or more data centers. The plurality of computing resources is configured to execute instances of games for client devices that are remote from the one or more data centers. Each instance for an executable game is associated with a processor, a graphics processing unit (GPU), and memory for storing video frames generated for the executable game. The video frames are compressed for video game streaming to one or more client devices. The executable game provides video and audio and receives input from said one or more client devices. The input is provided to control interactivity of the executable game during said video game streaming. The cloud gaming system uses said received input from said one or more client devices to drive instances of the executable game when executed by the computing resources of the one or more data centers.