System and method for intelligently allocating client requests to server centers
First Claim
Patent Images
1. A computer-implemented method comprising:
- receiving a request from a client of a user to execute an online video game or application over one or more network interfaces;
determining latency requirements of the video game or application requested by the client;
forwarding the client request to a particular hosting service center based on the latency requirements of the requested video game or application;
executing the video game or application on a server at a particular hosting service center, the execution of the video game or application producing an interactive compressed video stream delivered over one or more networks to the client such that the user has the perception that the selected video game or application is responding instantly; and
mitigating bandwidth peaks of the interactive compressed video stream by distributing large compressed video bandwidth peaks over a sequence of successive frames of the interactive compressed video stream;
wherein distributing large compressed video bandwidth peaks over a sequence of successive frames of the interactive compressed video stream further comprises transmitting compressed frames that have more data than can be transmitted at a peak data rate in one frame time over one or more additional frame times.
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Abstract
A system and method are described for intelligently allocating client requests to server centers provide real-time streaming interactive video. For example, one embodiment of a computer-implemented method comprises: strategically positioning a plurality of application server centers at different geographical locations; receiving a request from a client to execute an online application; determining the latency requirements based on the type of application requested by the client; and forwarding the client request to a particular application server center within the plurality based at least on the latency requirements of the requested application.
371 Citations
44 Claims
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1. A computer-implemented method comprising:
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receiving a request from a client of a user to execute an online video game or application over one or more network interfaces; determining latency requirements of the video game or application requested by the client; forwarding the client request to a particular hosting service center based on the latency requirements of the requested video game or application; executing the video game or application on a server at a particular hosting service center, the execution of the video game or application producing an interactive compressed video stream delivered over one or more networks to the client such that the user has the perception that the selected video game or application is responding instantly; and mitigating bandwidth peaks of the interactive compressed video stream by distributing large compressed video bandwidth peaks over a sequence of successive frames of the interactive compressed video stream; wherein distributing large compressed video bandwidth peaks over a sequence of successive frames of the interactive compressed video stream further comprises transmitting compressed frames that have more data than can be transmitted at a peak data rate in one frame time over one or more additional frame times. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
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23. A system comprising at least one computer memory for storing program code and at least one central processing unit processing the program code and thereby performing the operations of:
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receiving a request from a client of a user to execute an online video game or application over one or more network interfaces; determining latency requirements of the video game or application requested by the client; forwarding the client request to a particular hosting service center based on the latency requirements of the requested video game or application; executing the video game or application on a server at a particular hosting service center, the execution of the video game or application producing an interactive compressed video stream delivered over one or more networks to the client such that the user has the perception that the selected video game or application is responding instantly; and mitigating bandwidth peaks of the interactive compressed video stream by distributing large compressed video bandwidth peaks over a sequence of successive frames of the interactive compressed video stream; wherein distributing large compressed video bandwidth peaks over a sequence of successive frames of the interactive compressed video stream further comprises transmitting compressed frames that have more data than can be transmitted at a peak data rate in one frame time over one or more additional frame times. - View Dependent Claims (24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44)
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Specification