US2022241685A1PendingUtilityA1
Selecting compression formatting based on latency when transitioning between video streams of streaming interactive video servers
Assignee: Sony Interactive Entertainment LLCPriority: Dec 5, 2007Filed: Apr 11, 2022Published: Aug 4, 2022
Est. expiryDec 5, 2027(~1.4 yrs left)· nominal 20-yr term from priority
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Claims
Abstract
A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity.
Claims
exact text as granted — not AI-modified1 . A method, comprising:
executing a plurality of video games on one or more gaming servers to generate a plurality of streams of uncompressed streaming interactive videos; executing an application on a server of a hosting service center that provides a user interface screen for a user to access through a user device a plurality of video windows of the plurality of streams of uncompressed streaming interactive videos for the plurality of video games being played; responsive to a first selection input of the user of a first video window to access a first video game being played, encoding using a first compression format at a first encoder a first stream of uncompressed streaming interactive video of the first video game executing on a first gaming server based on a first latency of a first communication channel between the first gaming server and the user device; responsive to a second selection input of the user of a second video window to access a second video game being played, discontinuing the encoding at the first encoder, and encoding using a second compression format at a second encoder a second stream of uncompressed streaming interactive video of the second video game executing on a second gaming server based on a second latency of a second communication channel between the second gaming server and the user device.
2 . The method of claim 1 ,
wherein the user accesses the first video game of the first video window to spectate the first video game being played.
3 . The method of claim 1 ,
wherein the user accesses the first video game of the first video window to play the first video game.
4 . The method of claim 1 , further comprising:
determining whether the user device may join a multiplayer session of the second video game based on a set of criteria that includes the second latency of the second communication channel; loading the second video game on the second gaming server; instructing an inbound routing network to transfer control signals received from the user device to the second gaming server.
5 . The method of claim 1 ,
wherein the first stream of uncompressed streaming interactive video of the first video game is encoded using the first compression format to satisfy a first latency requirement of the first video game when delivering the first video stream over the first communication channel, wherein the second video stream of uncompressed streaming interactive video of the second video game is encoded using the second compression format to satisfy a second latency requirement of the second video game when delivering the second video stream over the second communication channel.
6 . The method of claim 1 ,
wherein latency corresponding to the first latency or the second latency is defined as a round trip time for an action generated at an input device of a corresponding player associated with the user device and a response associated with the action being shown on a display of the corresponding player.
7 . The method of claim 1 ,
wherein at least one of the first compression format or the second compression format is in compliance with an H.264 compression standard.
8 . A non-transitory computer-readable medium storing a computer program for performing a method, the computer-readable medium comprising:
program instructions for executing a plurality of video games on one or more gaming servers to generate a plurality of streams of uncompressed streaming interactive videos; program instructions for executing an application on a server of a hosting service center that provides a user interface screen for a user to access through a user device a plurality of video windows of the plurality of streams of uncompressed streaming interactive videos for the plurality of video games being played; program instructions for responsive to a first selection input of the user of a first video window to access a first video game being played, encoding using a first compression format at a first encoder a first stream of uncompressed streaming interactive video of the first video game executing on a first gaming server based on a first latency of a first communication channel between the first gaming server and the user device; program instructions for responsive to a second selection input of the user of a second video window to access a second video game being played, discontinuing the encoding at the first encoder, and encoding using a second compression format at a second encoder a second stream of uncompressed streaming interactive video of the second video game executing on a second gaming server based on a second latency of a second communication channel between the second gaming server and the user device.
9 . The non-transitory computer-readable medium of claim 8 ,
wherein in the method the user accesses the first video game of the first video window to spectate the first video game being played.
10 . The non-transitory computer-readable medium of claim 8 ,
wherein in the method the user accesses the first video game of the first video window to play the first video game.
11 . The non-transitory computer-readable medium of claim 8 , further comprising:
program instructions for determining whether the user device may join a multiplayer session of the second video game based on a set of criteria that includes the second latency of the second communication channel; program instructions for loading the second video game on the second gaming server; program instructions for instructing an inbound routing network to transfer control signals received from the user device to the second gaming server.
12 . The non-transitory computer-readable medium of claim 8 ,
wherein in the method the first stream of uncompressed streaming interactive video of the first video game is encoded using the first compression format to satisfy a first latency requirement of the first video game when delivering the first video stream over the first communication channel, wherein in the method the second video stream of uncompressed streaming interactive video of the second video game is encoded using the second compression format to satisfy a second latency requirement of the second video game when delivering the second video stream over the second communication channel.
13 . The non-transitory computer-readable medium of claim 8 ,
wherein in the method latency corresponding to the first latency or the second latency is defined as a round trip time for an action generated at an input device of a corresponding player associated with the user device and a response associated with the action being shown on a display of the corresponding player.
14 . The non-transitory computer-readable medium of claim 8 ,
wherein in the method at least one of the first compression format or the second compression format is in compliance with an H.264 compression standard.
15 . A computer system comprising:
a processor; 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:
executing a plurality of video games on one or more gaming servers to generate a plurality of streams of uncompressed streaming interactive videos;
executing an application on a server of a hosting service center that provides a user interface screen for a user to access through a user device a plurality of video windows of the plurality of streams of uncompressed streaming interactive videos for the plurality of video games being played;
responsive to a first selection input of the user of a first video window to access a first video game being played, encoding using a first compression format at a first encoder a first stream of uncompressed streaming interactive video of the first video game executing on a first gaming server based on a first latency of a first communication channel between the first gaming server and the user device;
responsive to a second selection input of the user of a second video window to access a second video game being played, discontinuing the encoding at the first encoder, and encoding using a second compression format at a second encoder a second stream of uncompressed streaming interactive video of the second video game executing on a second gaming server based on a second latency of a second communication channel between the second gaming server and the user device.
16 . The computer system of claim 15 ,
wherein in the method the user accesses the first video game of the first video window to spectate the first video game being played.
17 . The computer system of claim 15 ,
wherein in the method the user accesses the first video game of the first video window to play the first video game.
18 . The computer system of claim 15 , the method further comprising:
determining whether the user device may join a multiplayer session of the second video game based on a set of criteria that includes the second latency of the second communication channel; loading the second video game on the second gaming server; instructing an inbound routing network to transfer control signals received from the user device to the second gaming server.
19 . The computer system of claim 15 ,
wherein in the method the first stream of uncompressed streaming interactive video of the first video game is encoded using the first compression format to satisfy a first latency requirement of the first video game when delivering the first video stream over the first communication channel, wherein in the method the second video stream of uncompressed streaming interactive video of the second video game is encoded using the second compression format to satisfy a second latency requirement of the second video game when delivering the second video stream over the second communication channel.
20 . The computer system of claim 15 ,
wherein in the method latency corresponding to the first latency or the second latency is defined as a round trip time for an action generated at an input device of a corresponding player associated with the user device and a response associated with the action being shown on a display of the corresponding player.Join the waitlist — get patent alerts
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