IP Library › Granted Patent US 11,266,916
Granted Patent B2
US 11,266,916 · App. 16/810,762 · Granted Mar 8, 2022

Method and system for accessing previously stored game play via video recording as executed on a game cloud system

Inventor: Warren Benedetto (San Mateo, CA)
Assignee: Sony Interactive Entertainment LLC
A63F13/86A63F13/30A63F13/355A63F13/47A63F13/49A63F13/493A63F13/497A63F13/63G06F16/74H04N21/274H04N21/4781H04N21/47217
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 11,266,916
App. No.
16/810,762
Filed
Mar 5, 2020
Granted
Mar 8, 2022
Kind
B2
Art Unit
3715
USPC
463/24
Abstract

A method for gaming, including receiving from a client device of a user selection of a video recording of game play of a player for a gaming application, and streaming the video recording to the client device. The video recording is associated with a snapshot captured at a first point in the recorded game play. Selection of a jump point in the recorded game play is received from the client device. An instance of the gaming application is initiated based on the snapshot to initiate a jump game play. Input commands used to direct the game play and associated with the snapshot are accessed. Image frames are generated based on the input commands for rendering at the client device, the image frames replaying the game play to the jump point. Input commands from the client device are handled beginning from the jump point for the jump game play.

Claims (54)

1. A method, comprising:

streaming a video recording of a video game to a client device for viewing by a user, the video recording including a plurality of video frames of a game play by a player playing the video game;

receiving selection of a video frame in the video recording from the client device, the video frame corresponding to a jump point in the game play;

determining a snapshot generated at a capture point in the game play by the player that is near to the jump point, wherein the game play includes a plurality of snapshots configured for instantiating a plurality of instances of the video game beginning at a plurality of points in the game play corresponding to when the plurality of snapshots is captured;

instantiating an instance of the video game based on the snapshot for a jump game play that is streamed to the client device;

executing a plurality of input commands associated with the snapshot to bring the jump game play to the jump point; and

handing off control of the jump game play at the jump point to the client device.

2. The method of claim 1 , further comprising:

pausing the streaming of the video recording.

3. The method of claim 1 , wherein each of the plurality of snapshots is associated with a set of input commands that enable execution of the game play between two snapshots.

4. The method of claim 1 , wherein the executing the plurality of input commands includes:

automatically forwarding through the jump game play to the jump point.

5. The method of claim 1 , wherein the executing includes:

automatically rewinding through the jump game play to the jump point.

6. The method of claim 1 , further comprising:

pausing the jump game play at the jump point.

7. The method of claim 1 , further comprising:

blocking execution of input commands received from the client device while the plurality of input commands is being executed to bring the jump game play to the jump point.

8. The method of claim 7 , further comprising:

overclocking the executing of the plurality of input commands when replaying a portion of the game play of the player to bring the jump game play to the jump point.

9. A non-transitory computer-readable medium storing a computer program for performing a method, the computer-readable medium comprising:

program instructions for streaming a video recording of a video game to a client device for viewing by a user, the video recording including a plurality of video frames of a game play by a player playing the video game;

program instructions for receiving selection of a video frame in the video recording from the client device, the video frame corresponding to a jump point in the game play;

program instructions for determining a snapshot generated at a capture point in the game play by the player that is near to the jump point, wherein the game play includes a plurality of snapshots configured for instantiating a plurality of instances of the video game beginning at a plurality of points in the game play corresponding to when the plurality of snapshots is captured;

program instructions for instantiating an instance of the video game based on the snapshot for a jump game play that is streamed to the client device;

program instructions for executing a plurality of input commands associated with the snapshot to bring the jump game play to the jump point; and

program instructions for handing off control of the jump game play at the jump point to the client device.

10. The non-transitory computer-readable medium of claim 9 , further comprising:

program instructions for pausing the streaming of the video recording.

11. The non-transitory computer-readable medium of claim 9 , wherein in the method each of the plurality of snapshots is associated with a set of input commands that enable execution of the game play between two snapshots.

12. The non-transitory computer-readable medium of claim 9 , wherein the program instructions for executing the plurality of input commands includes:

program instructions for automatically forwarding or rewinding through the jump game play to the jump point.

13. The non-transitory computer-readable medium of claim 12 , further comprising:

program instructions for overclocking the executing of the plurality of input commands when replaying a portion of the game play of the player to bring the jump game play to the jump point.

14. The non-transitory computer-readable medium of claim 9 , further comprising:

program instructions for blocking execution of input commands received from the client device while the plurality of input commands is being executed to bring the jump game play to the jump point.

15. A computer system comprising:

a processor; and

memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method comprising:

streaming a video recording of a video game to a client device for viewing by a user, the video recording including a plurality of video frames of a game play by a player playing the video game;

receiving selection of a video frame in the video recording from the client device, the video frame corresponding to a jump point in the game play;

determining a snapshot generated at a capture point in the game play by the player that is near to the jump point, wherein the game play includes a plurality of snapshots configured for instantiating a plurality of instances of the video game beginning at a plurality of points in the game play corresponding to when the plurality of snapshots is captured;

instantiating an instance of the video game based on the snapshot for a jump game play that is streamed to the client device;

executing a plurality of input commands associated with the snapshot to bring the jump game play to the jump point; and

handing off control of the jump game play at the jump point to the client device.

16. The computer system of claim 15 , the method further comprising:

pausing the streaming of the video recording.

17. The computer system of claim 15 , wherein in the method each of the plurality of snapshots is associated with a set of input commands that enable execution of the game play between two snapshots.

18. The computer system of claim 15 , wherein in the method the executing the plurality of input commands includes:

automatically forwarding or rewinding through the jump game play to the jump point.

19. The computer system of claim 18 , the method further comprising:

overclocking the executing of the plurality of input commands when replaying a portion of the game play of the player to bring the jump game play to the jump point.

20. The computer system of claim 1 , the method further comprising:

blocking execution of input commands received from the client device while the plurality of input commands is being executed to bring the jump game play to the jump point.

Continuity (5)
Continuation 16209845 · Dec 4, 2018
Continuation 15379360 · Dec 14, 2016
Provisional Application 62375834 · Aug 16, 2016
Provisional Application 62365202 · Jul 21, 2016
Related Publication 20200197821A1 · Jun 25, 2020