System and method for accelerated machine switching
First Claim
1. A computer-implemented method for managing the state of an online video game or application comprising:
- initiating an online video game or application in response to user input from a client device, the online video game or application being in a first state on a first server when initiated;
executing the online video game or application on the first server, thereby causing the online video game or application to enter into a second state, the first server executing the video game or application in response to control signals transmitted from the client, generating video output resulting from the execution of the video game or application, compressing the video output to generate compressed video, and streaming the compressed video over a network including public network components to the client;
pausing or terminating the online video game or application responsive to a pause or terminate signal received from the client;
determining differences between the first state and the second state and generating difference data containing the differences;
transmitting the difference data over a network to a second server; and
recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game or application and in response to the second server being selected as the server on which to execute the video game;
executing the online video game or application on the second server, the second server executing the video game or application in response to control signals transmitted from the client, generating video output resulting from the execution of the video game or application, compressing the video output to generate compressed video, and streaming the compressed video over the network including public network components to the client,wherein the operations of receiving control signals transmitted from the client, executing the video game or application on either the first or the second server, compressing the video output and streaming the compressed video are performed with a latency such that the user has the perception that the selected video game or application is responding instantly to the control signals received from the client.
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Accused Products
Abstract
A computer-implemented system and method are described for managing the state of an online video game. For example, a method according to one embodiment comprises: initiating a new online video game in response to user input from a client device, the online video game being in a first state on a first server when initiated; executing the online video game on the server, thereby causing the online video game to enter into a second state; pausing or terminating the online video game; determining differences between the first state and the second state and generating difference data containing the differences; transmitting the difference data over a network to a second server, the second server; and recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game and in response to the second server being selected as the server on which to execute the video game.
453 Citations
42 Claims
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1. A computer-implemented method for managing the state of an online video game or application comprising:
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initiating an online video game or application in response to user input from a client device, the online video game or application being in a first state on a first server when initiated; executing the online video game or application on the first server, thereby causing the online video game or application to enter into a second state, the first server executing the video game or application in response to control signals transmitted from the client, generating video output resulting from the execution of the video game or application, compressing the video output to generate compressed video, and streaming the compressed video over a network including public network components to the client; pausing or terminating the online video game or application responsive to a pause or terminate signal received from the client; determining differences between the first state and the second state and generating difference data containing the differences; transmitting the difference data over a network to a second server; and recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game or application and in response to the second server being selected as the server on which to execute the video game; executing the online video game or application on the second server, the second server executing the video game or application in response to control signals transmitted from the client, generating video output resulting from the execution of the video game or application, compressing the video output to generate compressed video, and streaming the compressed video over the network including public network components to the client, wherein the operations of receiving control signals transmitted from the client, executing the video game or application on either the first or the second server, compressing the video output and streaming the compressed video are performed with a latency such that the user has the perception that the selected video game or application is responding instantly to the control signals received from the client. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21)
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22. A system for managing the state of an online video game or application comprising:
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a first server initiating an online video game or application in response to user input from a client device, the online video game or application being in a first state on the first server when initiated; the first server executing the online video game or application on the first server, thereby causing the online video game or application to enter into a second state, the first server executing the video game or application in response to control signals transmitted from the client, generating video output resulting from the execution of the video game or application, compressing the video output to generate compressed video, and streaming the compressed video over a network including public network components to the client; the first server pausing or terminating the online video game or application responsive to a pause or terminate signal received from the client; the first server determining differences between the first state and the second state and generating difference data containing the differences; a second server receiving the difference data from the first server over a network; and the second server recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game or application and in response to the second server being selected as the server on which to execute the video game; the second server executing the online video game or application on the second server, the second server executing the video game or application in response to control signals transmitted from the client, generating video output resulting from the execution of the video game or application, compressing the video output to generate compressed video, and streaming the compressed video over the network including public network components to the client, wherein the operations of receiving control signals transmitted from the client, executing the video game or application on either the first or the second server, compressing the video output and streaming the compressed video are performed with a latency such that the user has the perception that the selected video game or application is responding instantly to the control signals received from the client. - View Dependent Claims (23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42)
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Specification