Bandwidth management during simultaneous server-to-client transfer of game video and game code
First Claim
Patent Images
1. A method for server-to-client transmission of game code, comprising:
- determining, using a computer, an amount of game code data to be included in a data packet containing streaming game video data of a video game to be played at a client computer system;
generating the data packet such that the data packet contains both the streaming game video data and the amount of game code data;
transmitting the data packet from a server computer system to the client computer system, wherein the streaming game video data within the data packet provides for continued play of the video game at the client computer system in conjunction with delivery of the amount of game code data to the client computer system,wherein the amount of game code data defines a portion of game code for generating game video upon execution of the game code at the client computer system instead of rendering the streaming game video data;
detecting a decrease in a total amount of communication bandwidth available to transmit data from the server computer system to the client computer system; and
upon detecting the decrease in the total amount of communication bandwidth available to transmit data from the server computer system to the client computer system, decreasing the amount of game code data in the data packet and correspondingly increasing an amount of the streaming game video data in the data packet so as to maintain a minimum required quality level of game video at the client computer system.
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Abstract
A determination is made, using a computer, of an amount of game code data to be included in a data packet containing streaming game video data. A data packet is generated to contain the streaming game video data and to include the amount of game code data. The generated data packet is transmitted from a server computer system to a client computer system.
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Citations
18 Claims
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1. A method for server-to-client transmission of game code, comprising:
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determining, using a computer, an amount of game code data to be included in a data packet containing streaming game video data of a video game to be played at a client computer system; generating the data packet such that the data packet contains both the streaming game video data and the amount of game code data; transmitting the data packet from a server computer system to the client computer system, wherein the streaming game video data within the data packet provides for continued play of the video game at the client computer system in conjunction with delivery of the amount of game code data to the client computer system, wherein the amount of game code data defines a portion of game code for generating game video upon execution of the game code at the client computer system instead of rendering the streaming game video data; detecting a decrease in a total amount of communication bandwidth available to transmit data from the server computer system to the client computer system; and upon detecting the decrease in the total amount of communication bandwidth available to transmit data from the server computer system to the client computer system, decreasing the amount of game code data in the data packet and correspondingly increasing an amount of the streaming game video data in the data packet so as to maintain a minimum required quality level of game video at the client computer system. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A method for server-to-client transmission of game code, comprising:
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determining, using a computer, a total amount of communication bandwidth available to transmit data from a server computer system to a client computer system; determining, using the computer, an amount of communication bandwidth required for transmission of streaming game video from the server computer system to the client computer system to provide a minimum required quality level of game video at the client computer system; determining, using the computer, an amount of communication bandwidth available for transmission of game code to the client computer system by subtracting the amount of communication bandwidth required for transmission of streaming game video from the total amount of communication bandwidth; transmitting data packets containing streaming game video from the server computer system to the client computer system in accordance with the amount of communication bandwidth required for transmission of streaming game video to provide the minimum required quality level of game video at the client computer system; transmitting data packets containing game code from the server computer system to the client computer system in accordance with the amount of communication bandwidth available for transmission of game code; detecting a decrease in the total amount of communication bandwidth available to transmit data from the server computer system to the client computer system; and decreasing a data transmission rate of the data packets containing game code so as to maintain a required data transmission rate of the data packets containing streaming game video to ensure provision of the minimum required quality level of game video at the client computer system. - View Dependent Claims (11, 12, 13, 14, 15, 16)
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17. A non-transitory computer readable medium having program instructions stored thereon for implementing a method for server-to-client transmission of game code, comprising:
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program instructions for directing a computer to determine an amount of game code data to be included in a data packet containing streaming game video data of a video game to be played at a client computer system; program instructions for directing the computer to generate the data packet such that the data packet contains both the streaming game video data and the amount of game code data; program instructions for directing the computer to transmit the data packet from a server computer system to the client computer system, wherein the streaming game video data within the data packet provides for continued play of the video game at the client computer system in conjunction with delivery of the amount of game code data to the client computer system, wherein the amount of game code data defines a portion of game code for generating game video upon execution of the game code at the client computer system instead of rendering the streaming game video data; program instruction for detecting a decrease in a total amount of communication bandwidth available to transmit data from the server computer system to the client computer system; and program instructions for decreasing the amount of game code data in the data packet and correspondingly increasing an amount of the streaming game video data in the data packet so as to maintain a minimum required quality level of game video at the client computer system upon detecting the decrease in the total amount of communication bandwidth available to transmit data from the server computer system to the client computer system.
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18. A non-transitory computer readable medium having program instructions stored thereon for implementing a method for server-to-client transmission of game code, comprising:
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program instructions for directing a computer to determine a total amount of communication bandwidth available to transmit data from a server computer system to a client computer system; program instructions for directing the computer to determine an amount of communication bandwidth required for transmission of streaming game video from the server computer system to the client computer system to provide a minimum required quality level of game video at the client computer system; program instructions for directing the computer to determine an amount of communication bandwidth available for transmission of game code to the client computer system by subtracting the amount of communication bandwidth required for transmission of streaming game video from the total amount of communication bandwidth; program instructions for directing the computer to transmit data packets containing streaming game video from the server computer system to the client computer system in accordance with the amount of communication bandwidth required for transmission of streaming game video to provide the minimum required quality level of game video at the client computer system; program instructions for directing the computer to transmit data packets containing game code from the server computer system to the client computer system in accordance with the amount of communication bandwidth available for transmission of game code; program instructions for detecting a decrease in the total amount of communication bandwidth available to transmit data from the server computer system to the client computer system; and program instructions for decreasing a data transmission rate of the data packets containing game code so as to maintain a required data transmission rate of the data packets containing streaming game video to ensure provision of the minimum required quality level of game video at the client computer system.
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Specification