VR Session Management via Segmented Server Architecture
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Solution Overview
Problem
Conventional virtual reality systems face significant latency issues in multi-user environments due to geographic distribution, leading to poor network conditions, slow hardware performance, and bandwidth limitations, which degrade user experience as the number of users increases.
Innovation Solution
A system comprising a scene state server and a messaging queue server with a communication interface that maintains a shared state of the virtual reality session, allowing user devices to connect and broadcast user interactions efficiently, thereby reducing latency and enhancing performance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If peer-to-peer networking architecture is used, then device complexity is reduced, but reliability deteriorates due to bandwidth limitations and session loss
Solution Approach 1:
The patent introduces a server as an intermediary component that mediates communication between user devices. The server receives data from a first user device, processes it, and transmits to second user devices. This intermediary architecture eliminates the need for direct peer-to-peer connections, reducing device complexity while ensuring reliable session management through centralized control.
2Reliability
If client-server networking architecture is used, then reliability is improved through centralized management, but latency increases due to data traffic bottlenecks
Solution Approach 1:
The patent segments the client-server architecture into specialized server components with distinct functions. One server handles scene state management while another handles messaging queue operations. This segmentation distributes data traffic across multiple specialized handlers, reducing bottlenecks and latency while maintaining centralized management reliability.
Solution Approach 2:
The messaging queue server pre-processes and queues data before transmission to user devices. By preparing data in advance and managing transmission queues, the system reduces actual transmission latency while maintaining reliable centralized control through the server architecture.
3Reliability
If host-client networking architecture is used, then reliability is improved through centralized data management, but device complexity increases due to dual role requirements
Solution Approach 1:
The patent introduces dedicated server intermediaries that handle centralized data management tasks. Instead of requiring user devices to perform dual roles as both hosts and clients, the servers act as intermediaries that manage scene state and coordinate communication, reducing device complexity while maintaining reliable centralized data management.
4Ease of operation
If conventional interactive system is used, then ease of operation is maintained, but productivity deteriorates due to data starvation and latency
Solution Approach 1:
The messaging queue server performs preliminary actions by pre-processing and queuing data before it reaches user devices. This preliminary data preparation ensures that when data is transmitted, it is ready for immediate processing, eliminating data starvation and improving productivity without affecting the simplicity of user interaction.
Solution Approach 2:
The patent implements continuous data processing through the server architecture. The server continuously receives, processes, and transmits data between user devices, ensuring uninterrupted data flow. This continuity eliminates data starvation and maintains high productivity while preserving ease of operation for users.
Data Source
AI summary
Disclosed is a system for managing a virtual reality session for a scene. The system includes a scene state server for maintaining a shared state of the scene in the virtual reality session and a first messaging queue server having a communication interface. The communication interface is configured for a first set of user devices to establish a connection to the first messaging queue server to participate in the virtual reality session for user-interactions within the scene. The first messaging queue server is configured to receive a first message from a first user device of the first set of user devices and to further broadcast the first message to rest of the first set of user devices and to the scene state server, wherein the first message corresponds to a user action within the scene that is in the shared state at the first user device.


