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:
Dec. 13, 2022

Filed:

Mar. 09, 2020
Applicant:

Sony Interactive Entertainment Llc, San Mateo, CA (US);

Inventors:

Roger van der Laan, Menlo Park, CA (US);

Stephen G. Perlman, Palo Alto, CA (US);

Assignee:
Attorney:
Primary Examiner:
Int. Cl.
CPC ...
A63F 13/358 (2014.01); A63F 13/355 (2014.01); A63F 13/335 (2014.01); H04N 21/214 (2011.01); H04N 21/233 (2011.01); H04N 21/2343 (2011.01); H04N 21/2381 (2011.01); H04N 21/439 (2011.01); H04N 21/478 (2011.01); H04N 21/61 (2011.01); H04N 21/6377 (2011.01); H04N 21/6405 (2011.01); H04N 21/658 (2011.01); H04N 21/6587 (2011.01); H04N 19/172 (2014.01); H04N 19/169 (2014.01); H04N 19/61 (2014.01); H04N 19/107 (2014.01); H04N 19/132 (2014.01); H04N 19/146 (2014.01); H04N 19/436 (2014.01); H04N 21/43 (2011.01); A63F 13/52 (2014.01); A63F 9/24 (2006.01); H04N 21/262 (2011.01); H04L 65/403 (2022.01); H04L 65/611 (2022.01); H04L 65/75 (2022.01); H04L 67/131 (2022.01); H04L 67/10 (2022.01); H04N 7/10 (2006.01); H04W 28/16 (2009.01); H04W 84/12 (2009.01);
U.S. Cl.
CPC ...
A63F 13/358 (2014.09); A63F 9/24 (2013.01); A63F 13/335 (2014.09); A63F 13/355 (2014.09); A63F 13/52 (2014.09); H04L 65/403 (2013.01); H04L 65/611 (2022.05); H04L 65/765 (2022.05); H04L 67/10 (2013.01); H04L 67/131 (2022.05); H04N 19/107 (2014.11); H04N 19/132 (2014.11); H04N 19/146 (2014.11); H04N 19/169 (2014.11); H04N 19/172 (2014.11); H04N 19/188 (2014.11); H04N 19/436 (2014.11); H04N 19/61 (2014.11); H04N 21/2143 (2013.01); H04N 21/233 (2013.01); H04N 21/2343 (2013.01); H04N 21/2381 (2013.01); H04N 21/262 (2013.01); H04N 21/4307 (2013.01); H04N 21/439 (2013.01); H04N 21/43074 (2020.08); H04N 21/4781 (2013.01); H04N 21/6125 (2013.01); H04N 21/6377 (2013.01); H04N 21/6405 (2013.01); H04N 21/658 (2013.01); H04N 21/6587 (2013.01); A63F 2009/245 (2013.01); A63F 2009/247 (2013.01); A63F 2009/2488 (2013.01); A63F 2300/402 (2013.01); A63F 2300/407 (2013.01); A63F 2300/552 (2013.01); A63F 2300/572 (2013.01); A63F 2300/577 (2013.01); A63F 2300/69 (2013.01); H04N 7/106 (2013.01); H04W 28/16 (2013.01); H04W 84/12 (2013.01);
Abstract

A computer-implemented method for online game streaming includes receiving a request from a remote client to access a user account. The request is received at a hosting service that includes one or more servers and identifies digital content including video games available to the user. Selection of a video game is received by the hosting service from the remote client. In response, the hosting service initiates a data rate test of the remote client to identify a maximum available data rate available between the remote client and one or more servers of the hosting service. The data rate test is performed to identify an active data rate for streaming interactive content of the video game. The method also includes assigning the remote client to a server and setting the compression level to attain the active data rate having packet loss and latency that is within a predefined acceptable level.


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