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Client-side prediction of a local game object to reduce apparent network lag of multiplayer simulations

  • US 8,678,929 B1
  • Filed: 08/01/2008
  • Issued: 03/25/2014
  • Est. Priority Date: 08/01/2008
  • Status: Active Grant
First Claim
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1. A method for operating a networked interactive game system comprising at least one local game system and at least one remote game system, wherein a network is interposed between the local and remote game systems, thereby allowing for distributed game play of an interactive game that includes a display of game events with a series of game frames at least at the local game system, the method comprising:

  • receiving an input command generated by a local user of the local game system that controls a local object of the interactive game that is displayed in a present game frame;

    predicting a state with a local simulation for the local object in the present game frame based on the input command;

    retrieving state data of a first object of the interactive game that was determined in a network simulation of a previous game frame, wherein the network simulation is run on the local game system and receives states of objects from at least two remote game systems, and at least determines states of objects of the interactive game from the at least two remote game systems for use in game processing;

    course-correcting a global object of the interactive game in the present game frame to be aligned with the global object in the previous game frame using the predicted state for the local object in the present game frame from the local simulation and the state data of the first object of the previous game frame from the network simulation; and

    rendering the present game frame comprising the course-corrected global object.

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