Client-side prediction of a local game object to reduce apparent network lag of multiplayer simulations
First Claim
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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Accused Products
Abstract
A method for operating a networked interactive game system is provided. An input command generated by a local user of a local game system that controls a local object of an interactive game may be received. A state for the local object in the present game frame may be predicted based on the input command. State data of a first object of the interactive game that was determined in a network simulation of a previous game frame may be retrieved. A global object of the interactive game in the present game frame may be course-corrected 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 and the state data of the first object of the previous game frame. The present game frame may be rendered with the course-corrected global object.
83 Citations
20 Claims
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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:
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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. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 15)
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11. A system 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 system comprising:
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a local simulator configured to receive 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 and to predict a state for the local object in the present game frame based on the input command; a network simulator run on the local game system configured to determine the state data of a first object of the interactive game of a previous game frame, wherein network simulator at least determines states of objects of the interactive game received from at least two remote game systems for use in game processing; course-corrector configured to course correct 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 simulator and the state data of the first object of the previous game frame from the network simulator; and a renderer configured to render the present game frame comprising the course-corrected global object. - View Dependent Claims (12, 13, 14)
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16. A non-transitory computer-readable storage medium comprising instructions that, when executed, cause a system 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, to:
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receive 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; predict a state with a local simulation for the local object in the present game frame based on the input command; retrieve 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-correct 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 render the present game frame comprising the course-corrected global object. - View Dependent Claims (17, 18, 19, 20)
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Specification