Predicted Frame Buffering for Game Streaming Connection Drops

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Solution Overview

Problem

Connection drops and latency during video game streaming lead to gaps in game and audio content, affecting user experience and game play performance.

Innovation Solution

Implementing prediction engines at both client devices and servers to generate predicted frames and inputs based on current game state, storing them in buffers, and using these to fill gaps in streaming content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If frames of streaming content are transmitted over network, then user can access video game from anywhere, but connection drops cause gaps in game content

Engineering Contradiction:
Improveremote access capabilityVSAvoidcontent delivery continuity
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system performs preliminary action by generating and storing predicted frames in advance at both server and client devices. When connection drops occur, these pre-generated predicted frames are used to fill gaps without requiring real-time retransmission, thus maintaining content delivery continuity while preserving remote access capability.

Inventive Principle:
Principle #10Preliminary action

2Speed

If connection is maintained for real-time streaming, then game inputs are transmitted promptly, but latency occurs due to poor connection

Engineering Contradiction:
Improveinput transmission speedVSAvoidgameplay latency
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The system creates copies of game inputs and predicted frames at both server and client devices. When connection latency occurs, the client device uses its local copy of predicted frames to maintain gameplay continuity, effectively bypassing the latency issue while preserving real-time input transmission capability.

Inventive Principle:
Principle #26Copying

3Productivity

If predicted frames are generated at client device, then gaps can be filled quickly, but device complexity increases

Engineering Contradiction:
Improvegap filling efficiencyVSAvoidclient device processing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system merges the predicted frame generation capability between server and client devices. The server generates predicted frames based on game state, and the client device stores and uses these predicted frames. This distribution of functionality allows efficient gap filling while avoiding the need for complex prediction algorithms at the client device.

Inventive Principle:
Principle #5Merging (Combining)

4Reliability

If buffering is implemented to store predicted frames, then seamless rendering is achieved, but loss of time occurs during buffer management

Engineering Contradiction:
Improverendering continuityVSAvoidbuffer management time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system maintains continuity of useful action by continuously generating and updating predicted frames in buffers at both server and client devices during normal operation. When connection drops occur, the pre-buffered predicted frames are immediately available for gap filling without requiring buffer management operations during the critical gap-filling period, thus achieving seamless rendering while minimizing buffer management time.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS20260069973A1Filling in frames using prediction for when connection drops
Publication Date: 2026.03.12 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260069973A1 patent drawing
  • US20260069973A1 patent drawing
  • US20260069973A1 patent drawing

AI summary

Methods and system for providing streaming content of a video game at a client device includes receiving frames of streaming content from a game server. The frames represent a current game state. The frames are analyzed to generate predicted frames that are likely to occur following the current frames. The predicted frames are stored in a prediction frame buffer and used to fill any gaps in subsequent frames representing subsequent game state received from the game server.