Video compression system and method for reducing the effects of packet loss over a communication channel
First Claim
1. A computer-implemented method for hosting low-latency streaming interactive audio/video (A/V) comprising:
- executing one or more video games or applications on a server communicatively coupled to a data network;
receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input;
receiving the A/V data from the one or more video games or applications;
compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; and
routing the low-latency streaming compressed A/V data to each of the users over a corresponding data network communication channel,wherein operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has the perception that a controlled video game or application is responding instantly, wherein routing further includes,initially determining a peak data rate by sending an increasingly higher data rate test stream over an output routing network until packet loss and/or higher latency indicates channel capacity of the data network communication channel has been exceeded;
determining that the channel capacity has been exceeded based on a detected increase in packet loss and/or latency; and
responsively adjusting the peak data rate until packet loss and/or latency have reached acceptable level.
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Accused Products
Abstract
Methods for hosting low-latency streaming interactive audio/video (A/V) include executing one or more video games or applications on a server communicatively coupled to a data network. Packet streams are received from a plurality of users and routed to the one or more video games. The packet streams include user control input that are used to compute A/V data in response. The A/V data are received from the video games or applications. Portions of the A/V data are compressed in parallel using processing units resulting in low-latency streaming compressed A/V data. The low-latency streaming compressed A/V data are routed to each of the users over a corresponding data network communication channel. The executing of video games, receiving of packet streams and A/V data, compressing portions of the A/V data and routing the compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game is responding instantly.
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Citations
26 Claims
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1. A computer-implemented method for hosting low-latency streaming interactive audio/video (A/V) comprising:
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executing one or more video games or applications on a server communicatively coupled to a data network; receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input; receiving the A/V data from the one or more video games or applications; compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; and routing the low-latency streaming compressed A/V data to each of the users over a corresponding data network communication channel, wherein operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has the perception that a controlled video game or application is responding instantly, wherein routing further includes, initially determining a peak data rate by sending an increasingly higher data rate test stream over an output routing network until packet loss and/or higher latency indicates channel capacity of the data network communication channel has been exceeded; determining that the channel capacity has been exceeded based on a detected increase in packet loss and/or latency; and responsively adjusting the peak data rate until packet loss and/or latency have reached acceptable level. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. A computer-implemented method for hosting low-latency streaming interactive audio/video (A/V) comprising:
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executing one or more video games or applications on a server communicatively coupled to a data network; receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input; receiving the A/V data from the one or more video games or applications; compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; routing the low-latency streaming compressed A/V data to each of the users over a corresponding data network communication channel, wherein the operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has a perception that a corresponding controlled video game or application is responding instantly, wherein the routing further includes, dynamically adjusting data rate of the low-latency streaming compressed A/V data, the data rate is adjusted by modifying a resolution of images of the A/V data, wherein when the resolution of the images is modified, a client is configured to scale up the images to maintain a same image size on a display screen of the client. - View Dependent Claims (16, 17, 18, 19)
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20. A computer-implemented method for hosting low-latency streaming interactive audio/video (A/V) comprising:
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executing one or more video games or applications on a server communicatively coupled to a data network; receiving packet streams from a plurality of users and routing the packets to the one or more of the video games or applications being executed, the packet streams including user control input, one or more of the video games or applications being operable to compute A/V data responsive to the user control input; receiving the A/V data from the one or more video games or applications; compressing portions of the A/V data in parallel using one or more processing units resulting in low-latency streaming compressed A/V data; routing the low-latency streaming compressed A/V data to each of the users over a corresponding data network communication channel, wherein the operations of executing the video games or applications, receiving packet streams and A/V data, compressing portions of the A/V data and routing the low latency streaming compressed A/V data are performed with a latency such that at least one user has a perception that a corresponding controlled video game or application is responding instantly, wherein the routing further includes, dynamically adjusting data rate of the low-latency streaming compressed A/V data, the data rate is adjusted by modifying a frame rate in response to a detected maximum data rate of the data network communication channel. - View Dependent Claims (21, 22, 23, 24, 25, 26)
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Specification