Unified Game Experience via Server Simulation
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Game developers face challenges in providing a unified and visually consistent gaming experience across disparate devices due to variations in CPU and GPU performance, requiring significant time and resources to rework code and assets for different hardware platforms, especially in multiplayer games where differing experiences can disrupt the verisimilitude.
Innovation Solution
A system comprising game state information, user devices, and a processing server that receives user selections, generates simulation results, and renders videos, allowing for consistent gameplay experiences across devices by decoupling user input, simulation, and rendering processes, and providing different perspectives or viewpoints based on device capabilities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If game developers rework program code and visual assets for each platform to match visual accuracy, then visual fidelity is improved, but development time and resources increase
Solution Approach 1:
The patent uses a centralized simulation server that generates simulation results which are then copied and rendered on multiple user devices. Instead of reworking code for each platform, the same simulation results are distributed to all devices, which then render them locally. This copying approach maintains visual fidelity across platforms while eliminating the need for repetitive code rework.
Solution Approach 2:
The simulation server acts as an intermediary between game logic and device-specific rendering. It generates platform-independent simulation results that are then transmitted to various user devices. This intermediary layer decouples the core game simulation from device-specific rendering requirements, allowing consistent visual output across different hardware without platform-specific code modifications.
2Adaptability or versatility
If game developers rework code and assets for multiple hardware platforms, then adaptability across devices is improved, but device complexity increases
Solution Approach 1:
The system copies simulation results from a centralized server to multiple user devices with different hardware capabilities. This copying mechanism enables cross-platform compatibility without requiring complex adaptations of the core simulation code for each device, thereby reducing overall system complexity while maintaining adaptability.
Solution Approach 2:
The simulation server provides a universal interface that serves multiple user devices with varying hardware specifications. By generating platform-agnostic simulation results that can be rendered on any device, the system achieves multi-functionality and broad compatibility without increasing the complexity of individual device implementations.
3Speed
If simulation and rendering are performed locally on user devices, then processing speed is improved, but local device resources are overburdened
Solution Approach 1:
The patent segments the game processing into two distinct parts: simulation (performed on the server) and rendering (performed locally on user devices). This segmentation allows the computationally intensive simulation to run on powerful server hardware, while local devices only handle the lighter rendering task, thereby maintaining responsive processing speed while reducing the resource burden on user devices.
Solution Approach 2:
The simulation server acts as an intermediary that handles the heavy computational load of game simulation, freeing user devices from this burden. The server generates simulation results that are then transmitted to devices for local rendering, achieving fast processing without overloading local device resources.
Data Source
AI summary
In some embodiments, a system comprises game state information, a first user device, a second user device, and a processing server. The first and second user devices may include a first and second user interface modules configured to receive first and second user selections, respectively, associated with gameplay of a multiplayer game. The processing server may include a communication module, a simulation module, and rendering module. The communication module may be configured to receive the first and second user selections. The simulation module may be configured to generate simulation results based on the game state information, game rules, and the first and second user selections. The rendering module may be configured to render a first video based on the simulation results and render a second video based on the simulation results, the first and second video to be displayed by the first and second user devices, respectively.


