Methods for cloud based game streaming and setting data rates between remote clients and servers
A computer-implemented method for online game streaming is provided, which includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request i...
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creator | Perlman, Stephen G van der Laan, Roger |
description | A computer-implemented method for online game streaming is provided, which includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating a data rate test of the remote client. The data rate test identifies a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game. |
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The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating a data rate test of the remote client. The data rate test identifies a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game.</description><language>eng</language><subject>AMUSEMENTS ; CARD, BOARD, OR ROULETTE GAMES ; ELECTRIC COMMUNICATION TECHNIQUE ; ELECTRICITY ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; PICTORIAL COMMUNICATION, e.g. TELEVISION ; SPORTS ; TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION ; VIDEO GAMES ; WIRELESS COMMUNICATIONS NETWORKS</subject><creationdate>2022</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20220830&DB=EPODOC&CC=US&NR=11426656B2$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,776,881,25542,76289</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20220830&DB=EPODOC&CC=US&NR=11426656B2$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Perlman, Stephen G</creatorcontrib><creatorcontrib>van der Laan, Roger</creatorcontrib><title>Methods for cloud based game streaming and setting data rates between remote clients and servers</title><description>A computer-implemented method for online game streaming is provided, which includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating a data rate test of the remote client. The data rate test identifies a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game.</description><subject>AMUSEMENTS</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>ELECTRIC COMMUNICATION TECHNIQUE</subject><subject>ELECTRICITY</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>PICTORIAL COMMUNICATION, e.g. TELEVISION</subject><subject>SPORTS</subject><subject>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</subject><subject>VIDEO GAMES</subject><subject>WIRELESS COMMUNICATIONS NETWORKS</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2022</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNqNjDEOgkAQRbexMOodxgNYgMoBNBobK7XGgf0gCbtLZka9vppwAKv3ipc3dfcz7JG8UpOE6j49PVWs8NRyAKkJOHSxJY6eFGY_92xMwgalCvYGIglCMnwHHaLpWMsLonM3abhXLEbO3PJ4uO5PKwyphA5cI8LK2yXLNnlRbItdvv6n-QCozz1d</recordid><startdate>20220830</startdate><enddate>20220830</enddate><creator>Perlman, Stephen G</creator><creator>van der Laan, Roger</creator><scope>EVB</scope></search><sort><creationdate>20220830</creationdate><title>Methods for cloud based game streaming and setting data rates between remote clients and servers</title><author>Perlman, Stephen G ; van der Laan, Roger</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_US11426656B23</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2022</creationdate><topic>AMUSEMENTS</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>ELECTRIC COMMUNICATION TECHNIQUE</topic><topic>ELECTRICITY</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>PICTORIAL COMMUNICATION, e.g. TELEVISION</topic><topic>SPORTS</topic><topic>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</topic><topic>VIDEO GAMES</topic><topic>WIRELESS COMMUNICATIONS NETWORKS</topic><toplevel>online_resources</toplevel><creatorcontrib>Perlman, Stephen G</creatorcontrib><creatorcontrib>van der Laan, Roger</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Perlman, Stephen G</au><au>van der Laan, Roger</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>Methods for cloud based game streaming and setting data rates between remote clients and servers</title><date>2022-08-30</date><risdate>2022</risdate><abstract>A computer-implemented method for online game streaming is provided, which includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating a data rate test of the remote client. The data rate test identifies a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game.</abstract><oa>free_for_read</oa></addata></record> |
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subjects | AMUSEMENTS CARD, BOARD, OR ROULETTE GAMES ELECTRIC COMMUNICATION TECHNIQUE ELECTRICITY GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES PICTORIAL COMMUNICATION, e.g. TELEVISION SPORTS TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION VIDEO GAMES WIRELESS COMMUNICATIONS NETWORKS |
title | Methods for cloud based game streaming and setting data rates between remote clients and servers |
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