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Methods and systems for dynamically adjusting update rates in multi-player network gaming

  • US 8,527,657 B2
  • Filed: 03/20/2009
  • Issued: 09/03/2013
  • Est. Priority Date: 03/20/2009
  • Status: Active Grant
First Claim
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1. In a server-implemented video game, a method for providing updates to a remote client regarding a plurality of objects located in a virtual spatial field of the video game, said method comprising:

  • receiving an update locus from the remote client, the update locus indicating a client-specified position within the virtual spatial field of the server-implemented video game;

    determining a distance of each of the plurality of objects from the update locus;

    sorting the plurality of objects according to their determined distances from the update locus;

    determining an update rate for each of the plurality of objects based upon their sorted order, the update rate for a given one of the plurality of objects defining a number for a frequency with which updates regarding the given one of the plurality of objects are sent to the remote client;

    sending updates regarding each of the plurality of objects to the remote client according to the determined update rates, the determined update rates being applied to the plurality of objects to provide a representation on a display;

    wherein the determining an update rate further comprises adjusting a minimum update rate and a maximum update rate based on a density of the plurality of objects such that a difference between the minimum update rate and the maximum update rate decreases as the density of the plurality of objects increases;

    wherein the update rate of each of the plurality of objects ranges between the minimum update rate and the maximum update rate.

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