IP Library Granted Patent US 11,083,964
Granted Patent B2
US 11,083,964 · App. 16/432,598 · Granted Aug 10, 2021

Cloud game streaming with client side asset integration

Inventor: David Perry (San Mateo, CA)
Assignee: Sony Interactive Entertainment LLC
A63F13/355A63F13/23A63F13/30A63F13/45A63F13/48A63F2300/534A63F2300/5566
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Quick Facts
Patent No.
US 11,083,964
App. No.
16/432,598
Granted
Aug 10, 2021
Kind
B2
Abstract

A method for streaming gameplay of a cloud video game is provided, including: executing the cloud video game to generate gameplay video; streaming the gameplay video over a network to a client device, the gameplay video being presented by the client device on a display; during the streaming of the gameplay video, transmitting one or more visual assets over the network to the client device, the visual assets being cached by the client device; wherein the cached visual assets are processed by the client device and combined into the gameplay video before being presented on the display.

Claims (27)

1. A method for streaming gameplay of a cloud video game, comprising:

executing the cloud video game to generate gameplay video;

streaming the gameplay video over a network to a client device, the gameplay video being presented by the client device on a display;

during the streaming of the gameplay video, transmitting one or more visual assets over the network to the client device, the visual assets being cached by the client device;

wherein the cached visual assets are processed by the client device and combined into the gameplay video before being presented on the display, wherein streaming the gameplay video includes transmission of an identifier that identifies a given one of the cached visual assets that was transmitted over the network to the client device, and wherein the identifier further indicates where in an image frame of the gameplay video the given cached visual asset is to be combined.

2. The method of claim 1 , wherein the gameplay video that is streamed is configured to exclude one or more visual components of the cloud video game, the excluded one or more visual components being supplied by the combining of the cached visual assets into the gameplay video at the client device.

3. The method of claim 2 , wherein the excluding of the one or more visual components of the cloud video game reduces a data size of the gameplay video that is streamed.

4. The method of claim 1 , wherein streaming the gameplay video includes transmission of an identifier that indicates when in the gameplay video a given cached visual asset is to be combined.

5. The method of claim 4 , wherein the identifier further includes one or more parameters that control a visual appearance of the given cached visual asset when combined into the gameplay video.

6. The method of claim 5 , wherein the parameters that control the visual appearance of the given cached visual asset include one or more of color, size, orientation, transparency, brightness, or contrast.

7. The method of claim 1 , wherein the one or more visual assets are selected based on a current game state of the cloud video game.

8. The method of claim 7 , wherein the one or more visual assets are selected based on a predicted future game state that is based on the current game state of the cloud video game.

9. The method of claim 7 , wherein the one or more visual assets are selected based on proximity of a player-controlled character to a location in the cloud video game.

10. The method of claim 1 , wherein a timing of the transmitting one or more visual assets is based on a monitored bandwidth usage or network condition.

11. A method for streaming gameplay of a cloud video game, comprising:

executing the cloud video game to generate gameplay video;

streaming the gameplay video over a network to a client device, the gameplay video being presented by the client device on a display;

during the streaming of the gameplay video, transmitting one or more visual assets over the network to the client device, the visual assets being cached by the client device;

wherein the cached visual assets are processed by the client device and combined into the gameplay video before being presented on the display, wherein streaming the gameplay video includes transmission of an identifier that identifies a given one of the cached visual assets that was transmitted over the network to the client device, and wherein the identifier further indicates when in the gameplay video the given cached visual asset is to be combined, wherein the identifier further indicates where in an image frame of the gameplay video the given cached visual asset is to be combined;

wherein the gameplay video that is streamed is configured to exclude one or more visual components of the cloud video game, the excluded one or more visual components being supplied by the combining of the cached visual assets into the gameplay video at the client device.

12. The method of claim 11 , wherein the excluding of the one or more visual components of the cloud video game reduces a data size of the gameplay video that is streamed.

13. The method of claim 11 , wherein the identifier further includes one or more parameters that control a visual appearance of the given cached visual asset when combined into the gameplay video.

14. The method of claim 13 , wherein the parameters that control the visual appearance of the given cached visual asset include one or more of color, size, orientation, transparency, brightness, or contrast.

15. The method of claim 11 , wherein the one or more visual assets are selected based on a current game state of the cloud video game.

16. The method of claim 15 , wherein the one or more visual assets are selected based on a predicted future game state that is based on the current game state of the cloud video game.

17. The method of claim 15 , wherein the one or more visual assets are selected based on proximity of a player-controlled character to a location in the cloud video game.

18. The method of claim 11 , wherein a timing of the transmitting one or more visual assets is based on a monitored bandwidth usage or network condition.

Assignments (1)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
Continuity (3)
Continuation 14845104 · Sep 3, 2015
Provisional Application 62207285 · Aug 19, 2015
Related Publication 20190282898A1 · Sep 19, 2019