Bandwidth Management During Simultaneous Server-to-Client Transfer of Game Video and Game Code
First Claim
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1. A method for server-to-client transmission of game code, comprising:
- determining, using a computer, an amount of game code data to be included in a data packet containing streaming game video data;
generating the data packet containing the streaming game video data and including the amount of game code data; and
transmitting the data packet from a server computer system to a client computer system.
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Abstract
A determination is made, using a computer, of an amount of game code data to be included in a data packet containing streaming game video data. A data packet is generated to contain the streaming game video data and to include the amount of game code data. The generated data packet is transmitted from a server computer system to a client computer system.
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Citations
20 Claims
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1. A method for server-to-client transmission of game code, comprising:
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determining, using a computer, an amount of game code data to be included in a data packet containing streaming game video data; generating the data packet containing the streaming game video data and including the amount of game code data; and transmitting the data packet from a server computer system to a client computer system. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A method for server-to-client transmission of game code, comprising:
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determining, using a computer, a total amount of communication bandwidth available to transmit data from a server computer system to a client computer system; determining, using the computer, an amount of communication bandwidth required for transmission of streaming game video from the server computer system to the client computer system to provide a minimum required quality level of game video at the client computer system; determining, using the computer, an amount of communication bandwidth available for transmission of game code to the client computer system by subtracting the amount of communication bandwidth required for transmission of streaming game video from the total amount of communication bandwidth; transmitting data packets containing streaming game video from the server computer system to the client computer system in accordance with the amount of communication bandwidth required for transmission of streaming game video to provide the minimum required quality level of game video at the client computer system; and transmitting data packets containing game code from the server computer system to the client computer system in accordance with the amount of communication bandwidth available for transmission of game code. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18)
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19. A non-transitory computer readable medium having program instructions stored thereon for implementing a method for server-to-client transmission of game code, comprising:
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program instructions for directing a computer to determine an amount of game code data to be included in a data packet containing streaming game video data; program instructions for directing the computer to generate the data packet containing the streaming game video data and including the amount of game code data; and program instructions for directing the computer to transmit the data packet from a server computer system to a client computer system. - View Dependent Claims (20)
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Specification