Dynamic client buffering using server and client VSYNC signals of received video frames for cloud gaming
A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including...
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creator | Cerny, Mark E Yong, Kelvin M |
description | A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames. |
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The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.</description><language>eng</language><subject>AMUSEMENTS ; CARD, BOARD, OR ROULETTE GAMES ; CHECKING-DEVICES ; COIN-FREED OR LIKE APPARATUS ; ELECTRIC COMMUNICATION TECHNIQUE ; ELECTRICITY ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; PHYSICS ; PICTORIAL COMMUNICATION, e.g. TELEVISION ; SPORTS ; TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION ; VIDEO GAMES</subject><creationdate>2024</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=20241022&DB=EPODOC&CC=US&NR=12121803B2$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,780,885,25564,76547</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20241022&DB=EPODOC&CC=US&NR=12121803B2$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Cerny, Mark E</creatorcontrib><creatorcontrib>Yong, Kelvin M</creatorcontrib><title>Dynamic client buffering using server and client VSYNC signals of received video frames for cloud gaming</title><description>A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.</description><subject>AMUSEMENTS</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>CHECKING-DEVICES</subject><subject>COIN-FREED OR LIKE APPARATUS</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>PHYSICS</subject><subject>PICTORIAL COMMUNICATION, e.g. TELEVISION</subject><subject>SPORTS</subject><subject>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2024</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNqNjLEKwjAYhLs4iPoOvw8gaLs4WxUnl6rgVGJyiYH2T0magG9vBN3l4G75vpsWz_2LRW8lyc6CR3pEreEtG4rh0wE-wZNg9SNuzf1cU7CGRRfIafKQsAmKklVwpL3oEUg7nw0XFZn8z2ZeTHQWsPjurFgeD5f6tMLgWoRBSDDG9tpsypztutqV1T_MG6w1P7g</recordid><startdate>20241022</startdate><enddate>20241022</enddate><creator>Cerny, Mark E</creator><creator>Yong, Kelvin M</creator><scope>EVB</scope></search><sort><creationdate>20241022</creationdate><title>Dynamic client buffering using server and client VSYNC signals of received video frames for cloud gaming</title><author>Cerny, Mark E ; Yong, Kelvin M</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_US12121803B23</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2024</creationdate><topic>AMUSEMENTS</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>CHECKING-DEVICES</topic><topic>COIN-FREED OR LIKE APPARATUS</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>PHYSICS</topic><topic>PICTORIAL COMMUNICATION, e.g. TELEVISION</topic><topic>SPORTS</topic><topic>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>Cerny, Mark E</creatorcontrib><creatorcontrib>Yong, Kelvin M</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Cerny, Mark E</au><au>Yong, Kelvin M</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>Dynamic client buffering using server and client VSYNC signals of received video frames for cloud gaming</title><date>2024-10-22</date><risdate>2024</risdate><abstract>A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.</abstract><oa>free_for_read</oa></addata></record> |
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subjects | AMUSEMENTS CARD, BOARD, OR ROULETTE GAMES CHECKING-DEVICES COIN-FREED OR LIKE APPARATUS ELECTRIC COMMUNICATION TECHNIQUE ELECTRICITY GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES PHYSICS PICTORIAL COMMUNICATION, e.g. TELEVISION SPORTS TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION VIDEO GAMES |
title | Dynamic client buffering using server and client VSYNC signals of received video frames for cloud gaming |
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