Multisession Remote Game Rendering Edge Bandwidth Allocation

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Solution Overview

Problem

Current cloud gaming technologies face challenges with bandwidth and latency issues, particularly in multisession remote gaming scenarios, which affect the quality of service and user experience, especially in augmented and virtual reality applications.

Innovation Solution

A distributed network architecture is implemented with a trusted operator network and a cloud-based remote gaming back office, utilizing a remote render system manager to instantiate and manage gaming sessions, edge routing for optimal network location, and a bandwidth manager to dynamically allocate resources, ensuring low latency and high-quality rendering across multiple sessions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Power

If cloud gaming services are deployed using conventional centralized datacenter architecture, then game rendering capability is improved, but network bandwidth consumption increases and latency worsens

Engineering Contradiction:
Improvegame rendering capabilityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
PowerVSLoss of energy

Solution Approach 1:

The patent segments the centralized datacenter architecture into distributed edge computing nodes deployed at network edges (content delivery networks, mobile network edges). Each edge node handles local game rendering sessions, segmenting the monolithic datacenter into geographically distributed units that reduce network transmission distance and bandwidth consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a new spatial dimension by deploying rendering infrastructure across the network edge rather than concentrating it in centralized datacenters. This dimensional shift from centralized to distributed edge locations reduces the average network distance between users and rendering services, thereby reducing bandwidth consumption and latency.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If multiple gaming sessions are supported simultaneously in cloud gaming, then service coverage is improved, but network bandwidth requirements increase and quality of service deteriorates

Engineering Contradiction:
Improveservice coverageVSAvoidnetwork bandwidth requirements
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent segments the network architecture into multiple edge computing nodes that can independently handle different gaming sessions. Each edge node serves local users, allowing simultaneous support for multiple sessions across different geographic locations without requiring all sessions to consume bandwidth from a single centralized source.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements local quality by deploying rendering services at network edges close to users. Each edge node provides localized game rendering with optimized bandwidth usage for its specific region, allowing multiple sessions to be supported simultaneously with each session using only the bandwidth necessary for its local user base.

Inventive Principle:
Principle #3Local quality

3Ease of operation

If game rendering is performed remotely in cloud gaming, then hardware requirements at client devices are reduced, but network latency increases and affects gameplay quality

Engineering Contradiction:
Improveclient device hardware requirementsVSAvoidnetwork latency
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent introduces edge computing nodes at network perimeters and mobile network edges, creating intermediate rendering locations between centralized datacenters and end users. This spatial repositioning reduces the network distance dimension, thereby reducing latency while still allowing lightweight client devices to be used.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent introduces edge computing nodes as intermediary elements between centralized game servers and end user devices. These intermediaries perform local game rendering and streaming, reducing the direct network distance between users and rendering services, thereby reducing latency while maintaining the cloud gaming model that allows lightweight client devices.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Reliability

If cloud gaming infrastructure is deployed to improve service quality, then rendering performance is improved, but device complexity and infrastructure cost increase

Engineering Contradiction:
Improveservice qualityVSAvoidinfrastructure complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent makes existing network infrastructure elements (content delivery networks, mobile network edges) serve dual purposes: their original functions plus game rendering services. This multi-functionality allows cloud gaming infrastructure to be built upon existing deployed networks rather than requiring entirely new specialized infrastructure, reducing overall system complexity.

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

Solution Approach 2:

The patent enables existing network edge infrastructure to self-serve by providing game rendering capabilities without requiring completely new dedicated gaming infrastructure. The same network edges that deliver content also deliver game rendering services, allowing the infrastructure to serve multiple purposes and reducing the complexity of deploying separate gaming-specific infrastructure.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20230405454A1Multisession remote game rendering
Publication Date: 2023.12.21 TELEFONAKTIEBOLAGET LM ERICSSON (PUBL)
  • US20230405454A1 patent drawing
  • US20230405454A1 patent drawing
  • US20230405454A1 patent drawing

AI summary

A multisession remote game scheme in a distributed network architecture (300A-300C) including a dedicated network slice (365) for gaming. A remote game rendering application service (316) deployed in a trusted edge data network (302A-302B) includes a remote render system (RRS) manager (318) operative to instantiate one or more remote game rendering engines coupled to respective game engines (334). RRS manager (318) includes an interface to a remote gaming back office (308) disposed in an external network (304), wherein the RRS manager (318) is operative to instantiate and manage a plurality of gaming sessions responsive to game session setup requests propagated from the back office on behalf of clients (367). An edge routing application (314) is configured to provide edge network location information of the game engines to the remote game back office (308). A multisession game slice bandwidth manager (340) is operative to allocate a respective bandwidth to each of the plurality of gaming sessions from a dedicated bandwidth of the network slice (365) serving the plurality of gaming sessions.