System and method for multi-stream video compression
First Claim
1. A computer-implemented system for online gaming comprising:
- a video game or application server receiving user inputs related to an online video game or application from a client device over the Internet and responsively executing program code of the video game or application to render a sequence of video images;
a first stream encoder to compress the sequence of video images and generate a low latency video stream during a live gaming or application session with a user of the client device, the first stream encoder receiving channel feedback signals from the client device over the Internet and responsively adapting compression of the sequence of video images based on the channel feedback signals, the first stream encoder continually transmitting the low latency video stream to the client device over the Internet during the live gaming or application session with the user;
the client device receiving the live video stream over the Internet and rendering the sequence of video images as the user plays the video game or uses the application, wherein the video images are compressed and transmitted over the Internet in response to the user input with a latency such that the user has the perception that the video game or application is responding instantly to the user input;
a second stream encoder to compress the sequence of video images at a specified video quality and/or compression ratio unrelated to the channel feedback signal during the live gaming session with the user, thereby generating a High Quality (HQ) video stream, the HQ video stream having a relatively higher video quality and/or lower compression ratio than the low latency video stream; and
a storage device for storing the HQ video stream for subsequent playback to the user of the client device and to other users upon request.
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Accused Products
Abstract
A computer-implemented system and method are described for online gaming. For example, a system according to one embodiment comprises: a video game server receiving user inputs related to an online video game and responsively executing program code of the video game to render a sequence of video images; a first stream encoder to compress the sequence of video images and generate a live video stream during a live gaming session with a user of a client device, the first stream encoder receiving channel feedback signals from the client device and responsively adapting compression of the sequence of video images based on the channel feedback signals, the first stream encoder continually transmitting the live video stream to the client device during the live gaming session with the user; a second stream encoder to compress the sequence of video images at a specified video quality and/or compression ratio unrelated to the channel feedback signal during the live gaming session with the user, thereby generating a High Quality (HQ) video stream, the HQ video stream having a relatively higher video quality and/or lower compression ratio than the live video stream; and a storage device for storing the HQ video stream for subsequent playback to the user of the client device and to other users upon request.
349 Citations
49 Claims
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1. A computer-implemented system for online gaming comprising:
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a video game or application server receiving user inputs related to an online video game or application from a client device over the Internet and responsively executing program code of the video game or application to render a sequence of video images; a first stream encoder to compress the sequence of video images and generate a low latency video stream during a live gaming or application session with a user of the client device, the first stream encoder receiving channel feedback signals from the client device over the Internet and responsively adapting compression of the sequence of video images based on the channel feedback signals, the first stream encoder continually transmitting the low latency video stream to the client device over the Internet during the live gaming or application session with the user; the client device receiving the live video stream over the Internet and rendering the sequence of video images as the user plays the video game or uses the application, wherein the video images are compressed and transmitted over the Internet in response to the user input with a latency such that the user has the perception that the video game or application is responding instantly to the user input; a second stream encoder to compress the sequence of video images at a specified video quality and/or compression ratio unrelated to the channel feedback signal during the live gaming session with the user, thereby generating a High Quality (HQ) video stream, the HQ video stream having a relatively higher video quality and/or lower compression ratio than the low latency video stream; and a storage device for storing the HQ video stream for subsequent playback to the user of the client device and to other users upon request. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49)
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22. A computer-implemented method for online gaming comprising:
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receiving user inputs related to an online video game or application from a client device over the Internet and responsively executing program code of the video game or application to render a sequence of video images; compressing the sequence of video images and generate a low latency video stream during a live gaming or application session with a user of the client device; receiving channel feedback signals from the client device over the Internet and responsively adapting compression of the sequence of video images based on the channel feedback signals, continually transmitting the low latency video stream to the client device over the Internet during the live gaming or application session with the user; the client device receiving the live video stream over the Internet and rendering the sequence of video images as the user plays the video game or uses the application, wherein the video images are compressed and transmitted in response to the user input with a latency such that the user has the perception that the video game or application is responding instantly to the user input; compressing the sequence of video images at a specified video quality and/or compression ratio unrelated to the channel feedback signal during the live gaming session with the user, thereby generating a High Quality (HQ) video stream, the HQ video stream having a relatively higher video quality and/or lower compression ratio than the low latency video stream; and storing the HQ video stream in a storage device for subsequent playback to the user of the client device and to other users upon request. - View Dependent Claims (23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38)
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Specification