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1. WO2022005856 - HIGH-SPEED SAVE DATA STORAGE FOR CLOUD GAMING

Publication Number WO/2022/005856
Publication Date 06.01.2022
International Application No. PCT/US2021/038783
International Filing Date 23.06.2021
IPC
A63F 13/352 2014.1
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
352involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/355 2014.1
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
G06F 3/06 2006.1
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
3Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
06Digital input from, or digital output to, record carriers
H04L 29/08 2006.1
HELECTRICITY
04ELECTRIC COMMUNICATION TECHNIQUE
LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
29Arrangements, apparatus, circuits or systems, not covered by a single one of groups H04L1/-H04L27/136
02Communication control; Communication processing
06characterised by a protocol
08Transmission control procedure, e.g. data link level control procedure
CPC
A63F 13/20
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
20Input arrangements for video game devices
A63F 13/352
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
352involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/355
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/358
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/49
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
45Controlling the progress of the video game
49Saving the game status; Pausing or ending the game
A63F 13/77
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
77involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
Applicants
  • SONY INTERACTIVE ENTERTAINMENT LLC [US]/[US]
Inventors
  • COLENBRANDER, Roelof, Roderick
Agents
  • WRIGHT, Kenneth, D.
  • PENILLA, Albert, S.
Priority Data
17/107,32930.11.2020US
63/047,18301.07.2020US
Publication Language English (en)
Filing Language English (EN)
Designated States
Title
(EN) HIGH-SPEED SAVE DATA STORAGE FOR CLOUD GAMING
(FR) STOCKAGE DE DONNÉES DE SAUVEGARDE À HAUT DÉBIT POUR JEU EN NUAGE
Abstract
(EN) A video game is executed on a cloud gaming server for play by a user. User data for the user i s stored in a cloud storage server. A data access request issued by the video game is received by a management sewer. The data access request identifies requested user data stored in the cloud storage sewer. The requested user data is copied from a lower performance data storage device within the cloud storage sewer into a high-speed data storage device within the management sewer. The high-speed data storage device operates at a higher data rate and a lower latency than the data storage device within the cloud storage server. The high-speed data storage device in the management server is used to fulfill the data access request by the video game instead of using the lower performance data storage device in the cloud storage sender to fulfill the data access request.
(FR) Un jeu vidéo est exécuté sur un serveur de jeu en nuage afin qu'un utilisateur y joue. Des données d'utilisateur de l'utilisateur sont stockées dans un serveur de stockage en nuage. Une demande d'accès aux données émise par le jeu vidéo est reçue par un serveur de gestion. La demande d'accès aux données identifie les données d'utilisateur demandées stockées dans le serveur de stockage en nuage. Les données d'utilisateur demandées sont copiées à partir d'un dispositif de stockage de données de performance inférieure à l'intérieur du serveur de stockage en nuage dans un dispositif de stockage de données à haut débit à l'intérieur du serveur de gestion. Le dispositif de stockage de données à haut débit fonctionne à un débit de données supérieur et à une latence inférieure à ceux du dispositif de stockage de données à l'intérieur du serveur de stockage en nuage. Le dispositif de stockage de données à haut débit dans le serveur de gestion est utilisé afin de satisfaire à la demande d'accès aux données par le jeu vidéo au lieu d'utiliser le dispositif de stockage de données de performance inférieure dans l'expéditeur de stockage en nuage afin de satisfaire à la demande d'accès aux données.
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