Hosting and broadcasting virtual events using streaming interactive video
First Claim
1. A method comprising:
- running one or more twitch video games or real-time applications on servers of a hosting service center, the one or more twitch video games or real-time applications being played or used by one or more users on one or more client devices remote to the hosting service center via compressed streaming interactive video, the compressed streaming interactive video being compressed to achieve a worst-case round-trip latency from a user control input to display of a response to the user control input on the client device of the user, over a transmission distance between the one or more client devices and a server of the hosting service center;
broadcasting the one or more twitch video games or real-time applications as one or more streams of real-time compressed digital video from the hosting service center to one or more viewing client devices over the Internet, and wherein the one or more viewing client devices receives one or more of the streams of real-time compressed digital video; and
overlaying with the streams of real-time compressed digital video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more twitch video games or real-time applications, and wherein the compression is adjusted to reduce a data rate to one or more of the client devices to maintain said streams of real-time compressed digital video within said worst-case round trip latency.
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Accused Products
Abstract
Methods for hosting and operating a twitch service and systems are provided. One method includes running a twitch video game or real-time application at a hosting service center. The twitch video game or real-time application is configured to be played or used by a user on a client device remote to the hosting service center via compressed streaming interactive video. The hosting service center processes input received from the user, wherein the compressed streaming interactive video is compressed with a worst-case, round-trip latency from a user control input to display of a response to the user control input on the client device of the user. The method further includes broadcasting the twitch action video game or real-time application in one or more streams of real-time compressed digital video from the hosting service center to one or more viewing client devices over the Internet. The method also includes selectively overlaying, by the hosting service center, feedback data (e.g., text, comments, audio, etc.) from one or more of the viewing client devices onto the one or more streams of real-time compressed digital video.
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Citations
16 Claims
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1. A method comprising:
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running one or more twitch video games or real-time applications on servers of a hosting service center, the one or more twitch video games or real-time applications being played or used by one or more users on one or more client devices remote to the hosting service center via compressed streaming interactive video, the compressed streaming interactive video being compressed to achieve a worst-case round-trip latency from a user control input to display of a response to the user control input on the client device of the user, over a transmission distance between the one or more client devices and a server of the hosting service center; broadcasting the one or more twitch video games or real-time applications as one or more streams of real-time compressed digital video from the hosting service center to one or more viewing client devices over the Internet, and wherein the one or more viewing client devices receives one or more of the streams of real-time compressed digital video; and overlaying with the streams of real-time compressed digital video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more twitch video games or real-time applications, and wherein the compression is adjusted to reduce a data rate to one or more of the client devices to maintain said streams of real-time compressed digital video within said worst-case round trip latency. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method comprising:
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running a twitch video game or real-time application at a hosting service center, the twitch video game or real-time application being played or used by a user on a client device remote to the hosting service center via compressed streaming interactive video, the hosting service center processing input received from the user wherein the compressed streaming interactive video is compressed with a worst-case round-trip latency from a user control input to display of a response to the user control input on the client device of the user; and broadcasting the twitch action video game or real-time application in one or more streams of real-time compressed digital video from the hosting service center to one or more viewing client devices over the Internet; overlaying, by the hosting service center, feedback data from one or more of the viewing client devices onto the one or more streams of real-time compressed digital video, said feedback data includes audio and text data received from users of one or more of said viewing client devices; and adjusting said compression to maintain said worst-case round trip latency of the one or more streams of real-time compressed digital video. - View Dependent Claims (9, 10, 11, 12, 13, 14, 15, 16)
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Specification