IP Library › Granted Patent US 10,258,886
Granted Patent B2
US 10,258,886 · App. 15/043,797 · Granted Apr 16, 2019

Dynamic interface control device mapping when game sharing

Inventor: Andrew Fear (Austin, TX)
Assignee: Nvidia Corporation
A63F13/71A63F9/24A63F13/30A63F13/35A63F13/355A63F13/45A63F13/795H04L67/38A63F13/23A63F2009/2488A63F2300/5533H04N7/155
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Quick Facts
Patent No.
US 10,258,886
App. No.
15/043,797
Granted
Apr 16, 2019
Kind
B2
Abstract

An electronic computing system for dynamically controlling user interface device settings for an electronic game playable by multiple players over a computer network.

Claims (37)

1. An electronic computing system for dynamically controlling user interface device settings for an electronic game playable by multiple players over a computer network, comprising:

an identity management server computer connectable by a computer network to a plurality of client computing devices and a game server computer, wherein the identity management server computer is configured to:

retrieve, from a data store, a first client account profile associated with account login information provided from a first one of the client computing devices, the first client account profile having a record of first client interface device settings for an electronic game,

send a first game-entitlement confirmation message towards the game server computer, the first message including the first client interface device settings for the electronic game and a start-game authorization command to instruct the game server computer to send a game stream of the electronic game towards the first client computing device and to accept first input commands from a first client interface device configured to alter the game stream, the first input commands mapped according to the first client interface device settings, and

upon receiving a game stream-share authorization message from the first client computing device:

retrieve from the data store, a second client account profile associated with account login information provided from a second one of the client computing devices, the second client account profile having a record of second client interface device settings for the electronic game, and

send a second game-entitlement confirmation message towards the game server computer, the second message including the second client interface device settings for the electronic game and an enter-game authorization command to instruct the game server computer to send the on-going game stream towards the second client computing device and to accept second input commands from a second client interface device to alter the on-going game stream, the second input commands mapped according to the second client interface device settings, wherein the altered on-going game stream of the second client computing device is displayed on the first client computing device.

2. The system of claim 1 , further including the game server computer, the game server computer connectable by the computer network to the plurality of end-user computing devices, the game server computer including:

a data store holding a copy of electronic game software corresponding to the electronic game; and

an electronic processing unit coupled to the data store, wherein the processing unit is configured such that, when receiving the start-game authorization command, the processing unit compiles the electronic game software to generate the game stream.

3. The system of claim 1 , wherein the enter-game authorization command includes a relinquish-control command that causes the electronic processing unit to not execute the first input commands from the first client interface device whenever the second input commands from the second client interface device are received by the game server computer.

4. The system of claim 2 , wherein, upon the game server computer receiving, a resume-control message from the first client interface device, the resume-control message causes the electronic processing unit to not execute the second input commands from the second client interface device.

5. The system of claim 1 , wherein the second user interface device settings were defined as part of a past compilation of the electronic game.

6. The system of claim 5 , wherein the past compilation of the electronic game includes loading electronic game software from a data store, and compiling the software on an electronic processing unit, of the game server computer.

7. The system of claim 5 , wherein the past complication of the electronic game includes loading electronic game software loaded from a data store and compiling the software on an electronic processing unit of the second client computing device.

8. The system of claim 1 , wherein the second user interface device settings are defined after the second client computing device receives the on-going game stream.

9. The system of claim 1 , wherein the input commands from the second client interface device includes commands to control actions of a same feature in the on-going game stream that the first client interface device input command had been controlling prior to sending the game stream-share authorization message.

10. The system of claim 1 , wherein the identity management server computer is further configured to send a game-share message towards the first client computing device, the game-share message including a client list displayable on the first client computing device, the client list generated from a client database of other ones of the client computing devices that are eligible to play the electronic game and that are identified in the first client account profile, the client database held in the data store of the identity management server computer.

11. The system of claim 10 , wherein the identity management server computer is configured to send the game-share message after receiving a game-started confirmation message from the game server computer.

12. The system of claim 10 , wherein selection of one of the client computing devices from the client list causes the game stream-share authorization message to be sent from the first computing device towards the identity management server computer.

13. A method for dynamically controlling user interface device settings for an electronic game playable by multiple players over a computer network, comprising:

retrieving from a data store of the identity management server computer, a first client account profile associated with the account login information, the first client account profile having a record of first client interface device settings for an electronic game;

sending a first game-entitlement confirmation message from the identity management server computer towards a game server computer via a computer network, the first message including the first client interface device settings for the electronic game and start-game instructions that causes the game server computer to send a game stream of the electronic game towards the first client computing device and to accept input commands from a first client interface device to alter the game steam, the input commands mapped according to the first client interface device settings;

receiving to the identity management server computer, a game stream-share authorization message from the first client computing device, whereupon the identity management server computer:

retrieves from the data store, a second client account profile associated with account login information provided from a second one of the client computing devices, the second client account profile having a record of second client interface device settings for the electronic game, and

sends a second game-entitlement confirmation message towards the game server computer, the second message including the second client interface device settings for the electronic game and an enter-game authorization command that causes the game server computer to send the on-going game stream towards the second client computing device and to accept input commands from a second client interface device to alter the on-going game steam, the input commands mapped according to the second client interface device settings, wherein the altered on-going game stream of the second client computing device is displayed on the first client computing device.

14. The method of claim 13 , further including:

receiving, by the game server computer, the first game-entitlement confirmation message, whereupon the game server computer:

retrieves, from a data store of the game server computer, electronic game software corresponding to the electronic game; and

compiles, in an electronic processing unit of the game server computer, the electronic game software to generate the game stream.

15. The method of claim 14 , wherein the enter-game authorization command includes a relinquish-control command that instructs the electronic processing unit to not execute the first input commands from the first client interface device whenever the second input commands from the second client interface device are received by the game server computer.

16. The method of claim 14 , further including receiving, by the game server computer, a resume-control command message from the first client interface device, whereupon the electronic processing unit is configured to execute the first input commands from the first client interface device and to not execute the second input commands from the second client interface device.

17. The method of claim 13 , wherein the second user interface device settings were defined as part of a past compilation of the electronic game.

18. The method of claim 13 , wherein the second user interface device settings are defined after the second client computing device receives the on-going game stream.

19. The method of claim 13 , wherein the input commands from the second client interface device includes commands to control actions of a same feature in the on-going game stream that the first client interface device input commands had been controlling prior to the game stream-share authorization message.

20. The method of claim 13 , further including:

sending, from the identity management server computer, a game-share message towards the first client computing device, the game-share message including a client list, the client list generated from a client database of the client computing devices that are eligible to play the electronic game and that are identified in the first client account profile, the client database held in the data store of the identity management server computer.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 15, 2016
From: FEAR, ANDREW
To: NVIDIA CORPORATION
Reel/Frame 037735/0216 →
Continuity (3)
Continuation In Part 14698163 · Apr 28, 2015
Continuation In Part 14017695 · Sep 4, 2013
Related Publication 20160158653A1 · Jun 9, 2016