VR WebSocket Multicasting for Multi-Device Wireless Casting
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Solution Overview
Problem
Conventional virtual reality casting technologies face challenges such as privacy and security issues, interactivity loss, complex setup environments, device compatibility limitations, and lack of multi-streaming capabilities, with existing solutions being limited to 1:1 streaming and requiring proprietary software or hardware.
Innovation Solution
A wireless, offline-capable, multi-streaming system for virtual reality headsets that enables real-time video and audio casting to multiple computing devices using a WebSocket-based transport protocol, eliminating the need for proprietary APIs and USB tethering, and supporting both online and offline streaming modes, including peer-to-peer connections and cloud-based platforms.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional casting solutions are used, then 1:1 streaming is achieved, but multi-streaming capability is lost
Solution Approach 1:
The patent implements a universal casting system where a single VR headset can simultaneously stream to multiple computing devices (laptops, desktops, tablets) using a multi-cast application. This replaces the traditional 1:1 casting limitation with a many:many streaming architecture, allowing one VR session to be viewed on multiple screens at the same time without requiring separate casting setups for each device.
Solution Approach 2:
The system segments the casting stream into multiple independent channels that can be distributed to different computing devices simultaneously. Each receiving device receives an independent stream copy, allowing the single VR headset to serve multiple viewers at once. This segmentation enables parallel processing of multiple streams without overwhelming the source device.
2Adaptability or versatility
If proprietary APIs and hardware are used, then casting functionality is achieved, but device compatibility is reduced
Solution Approach 1:
The patent introduces a WebSocket-based communication protocol as an intermediary layer between the VR headset and various computing devices. This standard web protocol acts as a universal mediator that translates VR casting signals into compatible formats for different devices (laptops, desktops, tablets) without requiring device-specific proprietary APIs or hardware, thereby achieving broad cross-platform compatibility.
Solution Approach 2:
The system dynamically adjusts streaming parameters (video quality, audio channels, data transmission rates) based on the capabilities and requirements of each receiving device. By monitoring network conditions and device specifications in real-time, the system modifies transmission parameters to ensure optimal compatibility and performance across diverse hardware platforms without requiring complex manual configuration.
3Ease of operation
If USB tethering is required, then streaming stability is achieved, but ease of operation is reduced
Solution Approach 1:
The patent replaces the mechanical USB tethering connection with a wireless network-based communication system using WebSocket protocols. Instead of requiring physical cable connections between the VR headset and computing devices, the system establishes stable wireless connections through standard network interfaces, eliminating the need for USB cables while maintaining reliable data transmission and video streaming stability.
Data Source
AI summary
A system may include a video encoder configured to receive and encode a video stream of content for display to a user of the virtual reality headset. The system may include a video buffer configured to store the encoded video stream for rendering and transmission. The system may include a WebSocket server coupled to the video buffer and configured to: establish and maintain independent, full-duplex, and wireless communication connections with a plurality of receiving client computing devices; and stream the encoded video stream stored in the video buffer concurrently to the plurality of receiving client computing devices via the communication connections.


