Distributed video game system and method
First Claim
1. A method for rendering graphics image data in real-time for a plurality of game clients, comprising:
- receiving a packet from a first one of said plurality of game clients, said packet comprising a packet header comprising a time-stamp of transmission of said packet from said first game client and a client time differential between a clock of said first game client and a clock of a game server;
determining a time-stamp of reception of said packet by said game server;
determining time taken by said packet to arrive from said first game client to said game server;
rendering graphics image data based at least in part on said time taken by said packet to arrive at said game server; and
providing said rendered graphics image data to a second one of said plurality of game clients.
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Accused Products
Abstract
In accordance with an embodiment of the present invention, a method for rendering graphics image data in real-time for a plurality of game clients, comprises receiving a packet from a first one of the plurality of game clients, the packet comprising a packet header comprising a time-stamp of transmission of the packet from the first game client and a client time differential between a clock of the first game client and a clock of a game server; determining a time-stamp of reception of the packet by the game server; determining time taken by the packet to arrive from the first game client to the game server; rendering graphics image data based at least in part on the time taken by the packet to arrive at the game server; and providing the rendered graphics image data to a second one of the plurality of game clients.
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Citations
11 Claims
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1. A method for rendering graphics image data in real-time for a plurality of game clients, comprising:
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receiving a packet from a first one of said plurality of game clients, said packet comprising a packet header comprising a time-stamp of transmission of said packet from said first game client and a client time differential between a clock of said first game client and a clock of a game server;
determining a time-stamp of reception of said packet by said game server;
determining time taken by said packet to arrive from said first game client to said game server;
rendering graphics image data based at least in part on said time taken by said packet to arrive at said game server; and
providing said rendered graphics image data to a second one of said plurality of game clients. - View Dependent Claims (2, 3, 4)
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5. A method for rendering graphics image data in real-time for a plurality of game clients, comprising:
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receiving a plurality of packets from said plurality of game clients, each of said plurality of packets comprising a packet header comprising a time-stamp of transmission of said packet from respective ones of said plurality of game clients and a client time differential between a clock of respective ones of said plurality of game clients and a clock of a game server;
determining a time-stamp of reception of each of said plurality of packets by said game server;
determining time taken by said plurality of packets to arrive from respective ones of said plurality of game clients to said game server;
rendering a plurality of images, each of said plurality of images corresponding to at least one of said plurality of game clients, based at least in part on said time taken by at least one of said plurality of packets to arrive at said game server; and
providing at least one of said plurality of images to at least one of said plurality of game clients. - View Dependent Claims (6)
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7. A method for synchronizing a clock of a game server and a clock of a game client, comprising:
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receiving a first packet from said game client, said first packet comprising a packet header comprising a time-stamp of transmission of said first packet from said game client and a client time differential between said clock of said game client and said clock of said game server;
determining a time-stamp of reception of said first packet by said game server;
determining time taken by said first packet to arrive from said game client to said game server;
calculating a server time differential between said clock of said game client and same clock of said game server based at least in part on said time-stamp of reception of said first packet and at least in part on said time-stamp of transmission of said first packet; and
transmitting a second packet from said game server, said second packet comprising a packet header comprising a time-stamp of transmission of said second packet from said game server and said server time differential. - View Dependent Claims (8, 9)
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10. A video game system, comprising:
a game server operable to receive a first packet from a game client, said first packet comprising a packet header comprising a time-stamp of transmission of said first packet from said game client and a client time differential between said clock of said game client and said clock of said game server, said game server operable to;
determine a time-stamp of reception of said first packet by said game server;
determine time taken by said first packet to arrive from said game client to said game server;
calculate a server time differential between said clock of said game client and same clock of said game server based at least in part on said time-stamp of reception of said first packet and at least in part on said time-stamp of transmission of said first packet; and
transmit a second packet from said game server, said second packet comprising a packet header comprising a time-stamp of transmission of said second packet from said game server and said server time differential. - View Dependent Claims (11)
Specification