Server-Hosted Virtual Gaming Environment with Dynamic Bandwidth
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Solution Overview
Problem
Traditional virtual gaming environments rely on peer-to-peer connections, which can compromise security and inefficiently manage bandwidth for transmitting visual representations of activities between computing devices.
Innovation Solution
A virtual gaming environment hosted on a server that facilitates connections between multiple computing devices without direct peer-to-peer links, allowing for dynamic bandwidth adjustment based on the distance between virtual avatars and desktops.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If peer-to-peer connections are used for direct device communication, then communication speed and directness are improved, but security vulnerability and bandwidth management inefficiency worsen
Solution Approach 1:
The patent introduces a server as an intermediary component that mediates all communications between computing devices. Instead of direct peer-to-peer connections, devices communicate through the server which routes data transmissions, thereby maintaining communication speed while eliminating direct exposure between devices and resolving the security vulnerability inherent in peer-to-peer architectures.
2Loss of information
If high bandwidth is allocated for transmitting visual representations, then visual quality and detail are improved, but network resource consumption and transmission time worsen
Solution Approach 1:
The patent implements dynamic bandwidth adjustment where the system continuously monitors avatar positions, interaction contexts, and network conditions to adaptively allocate bandwidth resources. When avatars are in active interaction or close proximity, higher bandwidth is allocated for detailed visual representations; when avatars are distant or inactive, bandwidth is reduced, thereby optimizing the balance between visual quality and transmission time based on real-time requirements.
Solution Approach 2:
The patent applies different quality levels to different visual representations based on their importance and proximity. Visual representations of avatars that are close to the user's avatar or involved in active interactions are transmitted at high quality with detailed visual information, while representations of distant or inactive avatars are transmitted at lower quality, thereby distributing bandwidth resources efficiently according to local needs rather than uniformly.
Data Source
AI summary
Systems, methods, and media for generating a virtual gaming environment. Specifically, an instance of a virtual gaming environment is generated and hosted on a server. Responsive to communicatively connecting a first and second user computing devices, a virtual gaming environment is populated with at least a first virtual avatar, a virtual desktop, a second virtual avatar, and a second virtual desktop. It is determined that the first virtual avatar is within a first predetermined distance of the second desktop, and based on this, a resolution at which to render a visual representation of activities being executed by a second user computing device associated with the second desktop is determined. A bandwidth at which the visual representation is renderable in real time at the determined resolution is calculated. The visual representation is transmitted, utilizing the calculated bandwidth, to the first user computing device at the determined resolution.


