Local Game Execution for Spectator Interaction
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Solution Overview
Problem
Video gaming experiences are compromised due to network deficiencies, particularly with higher resolutions like 4K and 8K, leading to poor gaming experiences for players and spectators, with issues such as pauses and inability to view live events in real-time.
Innovation Solution
Implementing local game generation methods that allow spectators to switch from watching to actively participating in a video game simulation by instantiating a video game on their device, using game state and user data to generate and display video frames, and enabling responsive gameplay through a local game slice.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If video game streaming is provided at higher resolutions (4K, 8K) through back-end servers, then video quality and gaming experience are improved, but network bandwidth requirements increase and network deficiencies cause pauses and degraded experience
Solution Approach 1:
The patent creates a local copy (clone) of the video game environment that runs independently on the spectator's device. This clone replicates the game state, graphics rendering, and audio processing locally, eliminating the need to stream high-resolution video over the network. The local game engine generates video frames autonomously based on received game state data, thereby resolving the contradiction between high video quality and network bandwidth requirements.
Solution Approach 2:
The system segments the gaming experience into two independent components: (1) the back-end server handles only game logic execution and generates minimal game state data, and (2) the spectator's local device handles all video rendering and graphics processing. This segmentation allows the video generation to occur locally without network transmission, resolving the bandwidth-quality tradeoff.
2Reliability
If network transmission is used to deliver video frames from back-end servers, then centralized game management is maintained, but network deficiencies prevent real-time viewing and cause interruptions
Solution Approach 1:
The patent introduces a local game engine as an intermediary between the back-end server and the display device. Instead of directly streaming video frames from the server to the display, the local engine receives minimal game state data and independently generates the video output. This intermediary approach eliminates network quality issues from affecting real-time viewing continuity, as the local rendering is not dependent on continuous network transmission.
Solution Approach 2:
The spectator's device preliminarily prepares the video rendering environment by installing and pre-configuring the local game engine before the event. This preliminary action ensures that all rendering components are ready locally, allowing immediate real-time viewing without network-dependent video transmission delays or interruptions.
3Ease of operation
If spectators passively receive streamed video content, then network bandwidth is reduced, but spectators cannot actively participate or interact with the game
Solution Approach 1:
The patent creates a locally executable copy of the game environment that responds to spectator inputs. This local clone allows spectators to actively control game characters, change perspectives, and interact with the game world in real-time, while still receiving only minimal game state data from the server. The local rendering engine processes these interactions autonomously, eliminating the need for high-bandwidth video streaming while enabling full interaction capability.
Data Source
AI summary
A method for gaming. The method including instantiating an instance of a video game at a local device of a spectator. Game state and user data of one or more players participating in a gaming session is received. Video frames are generated of live game play by the players using the game state and user data by executing the video game in the instance. Video frames are displayed for the live game play on a display of the spectator. A local game slice of the video game is generated for a sliced game play while executing the video game in the instance. The local game slice being responsive to inputs from a controller device of the spectator.


