WebRTC Cloud Gaming Streaming Server

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Solution Overview

Problem

Existing cloud gaming systems face challenges in providing consistent and satisfactory game streaming through web browsers due to unreliable client device resources and increased latency caused by multiple hops between the client and cloud game machine.

Innovation Solution

Establishing a peer-to-peer connection between a web browser client and a streaming server using WebRTC technology, with the streaming server handling decryption and transcoding of video streams to minimize reliance on client resources and reduce latency, while utilizing Node.js servers for efficient data operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a traditional multi-hop server architecture is used for cloud gaming streaming, then the system can maintain centralized control and security, but latency increases and streaming performance deteriorates

Engineering Contradiction:
Improvestreaming performanceVSAvoidlatency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent introduces a streaming server as an intermediary component that receives encrypted video streams from cloud game machines and performs decryption and transcoding before delivering content to browser clients. This mediator architecture allows the cloud game machine to maintain centralized control while reducing the number of hops for video streaming, thereby lowering latency and improving streaming performance.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent segments the cloud gaming system into distinct functional components: cloud game machines for game execution, a streaming server for video processing and decryption, and browser clients for display. This segmentation allows each component to be optimized independently, with the streaming server handling decryption and transcoding to minimize latency while maintaining security.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If client devices are relied upon for decryption and processing, then device flexibility is maintained, but unreliable client resources cause inconsistent performance

Engineering Contradiction:
Improveclient device compatibilityVSAvoidperformance consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The streaming server acts as an intermediary that performs decryption and transcoding operations, removing these resource-intensive tasks from the client device. This allows the system to maintain adaptability across different browser clients while ensuring consistent performance by handling complex processing on the reliable server infrastructure.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system provides self-service by automatically handling decryption and transcoding on the server side, eliminating the need for clients to have specific decryption capabilities or resources. This approach maintains broad client compatibility while ensuring consistent performance across all supported browsers.

Inventive Principle:
Principle #25Self-service

3Reliability

If proprietary software is required on client devices for cloud gaming, then performance can be optimized, but browser-based accessibility is reduced

Engineering Contradiction:
Improvestreaming qualityVSAvoidbrowser compatibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The streaming server serves as an intermediary that handles all proprietary decryption and transcoding operations, allowing browser clients to access cloud gaming through standard web technologies. This maintains streaming quality by performing optimized processing on the server while achieving broad browser compatibility without requiring proprietary client software.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent implements universality by enabling cloud gaming access through standard web browsers using WebRTC technology. The streaming server provides multi-functional support for multiple browsers and devices, eliminating the need for proprietary client software while maintaining optimized streaming quality through server-based processing.

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

4Reliability

If multiple server hops are used for video streaming, then centralized security control is maintained, but connection latency increases

Engineering Contradiction:
Improvesecurity controlVSAvoidconnection hops
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The streaming server is positioned as a strategic intermediary between cloud game machines and browser clients, consolidating decryption and transcoding operations in a single hop. This reduces the number of connection hops and associated latency while maintaining centralized security control through the server's role in authenticating and processing video streams.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12138534B2Browser-based cloud gaming
Publication Date: 2024.11.12 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12138534B2 patent drawing
  • US12138534B2 patent drawing
  • US12138534B2 patent drawing

AI summary

A method is provided, including: executing a session of the cloud video game; establishing, over a network, a connection between a streaming server and a remote client, the connection being established in accordance with a WebRTC protocol; transmitting gameplay video generated from the executing session, encoded in a compressed format, and wherein the gameplay video is presented on a display by the client, wherein the streaming server is configured to receive input data from the client over a data channel established using an RTCDataChannel API; wherein executing the session of the cloud video game includes applying the input data to the session of the cloud video game, to drive real-time gameplay of the session of the cloud video game through the client; wherein the streaming server monitors a condition of the connection and adjusts the encoding of the gameplay video based on the condition of the connection.