The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Oct. 25, 2022

Filed:

Dec. 29, 2020
Applicant:

Microsoft Technology Licensing, Llc, Redmond, WA (US);

Inventors:

Jason Matthew Cahill, Woodinville, WA (US);

Michael Weilbacher, Redmond, WA (US);

Jonathan Martin Ortiz, San Antonio, TX (US);

Sergey Ivanovich Bykov, Redmond, WA (US);

Assignee:
Attorneys:
Primary Examiner:
Int. Cl.
CPC ...
G06F 16/00 (2019.01); G06F 16/23 (2019.01); G06F 16/487 (2019.01);
U.S. Cl.
CPC ...
G06F 16/2315 (2019.01); G06F 16/487 (2019.01);
Abstract

Systems, methods, and computer-readable storage devices are disclosed for improved concurrency of users of a shared virtual environment. One method including: transmitting, to each single player client of, chunks of world chunk data of a shared virtual environment; receiving, at one or more virtual environment servers from each single player client connected to the shared virtual environment, state data of each user of a respective single player client connected to the shared virtual environment, wherein the single player client of each user manages state data of the user within the one or more virtual environment servers; periodically monitoring, from each user of the single player client connected to the shared virtual environment, updated state data for the user of a respective single player client connected to the shared virtual environment; storing, for the shared virtual environment in a database connected to one or more virtual environment servers, the updated state data for each user of the single player client; and periodically transmitting, for each user of the single player client, the updated state data of other users of the single player client within a predetermined distance of the user of the single player client.


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