Latency Management in Virtual Environment Simulations

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Solution Overview

Problem

Complex virtual interactive environments often exceed the processing capabilities of single-client processors, leading to increased latency due to communication delays with servers, especially in multi-user scenarios where sophisticated simulations are required.

Innovation Solution

A system and method that utilize both client and server simulators to perform simulations, with a synchronizer to minimize latency by interpolating, extrapolating, or approximating the virtual environment state, allowing the client to perform coarse simulations while the server performs refined ones, and synchronizing these states in real-time to maintain low response times.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Power

If the server performs the simulation, then the processing power is sufficient for complex virtual environments, but the response time increases due to communication latency

Engineering Contradiction:
Improveprocessing powerVSAvoidresponse time
Core Design Contradiction:
PowerVSLoss of time

Solution Approach 1:

The patent divides the simulation processing into two segments: a first simulation performed by the client device and a second simulation performed by the server. The client simulator handles latency-sensitive computations locally to maintain responsive interaction, while the server simulator performs more complex computations. This segmentation allows the system to leverage both local processing speed and server computing power without the full communication latency penalty.

Inventive Principle:
Principle #1Segmentation

2Loss of time

If the client performs the simulation, then the response time is optimized, but the processing power is insufficient for complex virtual environments

Engineering Contradiction:
Improveresponse timeVSAvoidprocessing power
Core Design Contradiction:
Loss of timeVSPower

Solution Approach 1:

The simulation workload is segmented between client and server based on their respective capabilities. The client simulator handles latency-sensitive computations locally, while the server simulator performs more complex computations that require greater processing power. This segmentation allows the system to leverage both local processing speed and server computing power.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The client performs a first simulation that provides a sufficient approximation for interactive response, without needing to perform the complete high-fidelity simulation. This partial action allows the client to maintain optimized response times while the server performs the more computationally intensive second simulation to provide enhanced visual fidelity when resources are available.

Inventive Principle:
Principle #16Partial or excessive action

3Device complexity

If a single processor is used, then the device complexity is low, but the processing capability is exceeded for sophisticated simulations

Engineering Contradiction:
Improvesystem complexityVSAvoidprocessing capability
Core Design Contradiction:
Device complexityVSPower

Solution Approach 1:

The system implements multi-functionality by enabling both the client and server to perform simulation computations. The client simulator provides local processing capability for responsive interaction, while the server simulator provides additional computing power for complex virtual environments. This universal approach allows either device to contribute to the simulation based on available resources and network conditions.

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

Data Source

PatentUS7925485B2System and apparatus for managing latency-sensitive interaction in virtual environments
Publication Date: 2011.04.12 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US7925485B2 patent drawing
  • US7925485B2 patent drawing
  • US7925485B2 patent drawing

AI summary

A structure and method comprises a data structure representing a characteristic of an object in the virtual interactive environment. The device further comprises a client simulator to perform a first simulation of the characteristic of the object in the virtual interactive environment and a server simulator to perform a second simulation of the characteristic of the object in the virtual interactive environment. The device further comprises a synchronizer to synchronize the first and the second simulations.