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US 12,179,097 B2Granted
Dynamic streaming video game client
AssigneeElectronic Arts Inc.
InventorPer Henrik Benny Karlsson
Life of this patent
Estimating the term…
Abstract
Embodiments of the present application provide a phased streaming system and process using a dynamic video game client. The dynamic video game client can utilize a state stream game engine in combination with a game application streaming service to provide users with the ability to begin playing games quickly on a huge range of devices.
Claims20
A computer-implemented method for dynamically streaming a game application to a user computing system:
- by a server computing system comprising at least one hardware processor configured with computer executable instructions:
- initiating streaming of a first gameplay session of a game application;
- executing the game application in a distributed streaming phase, wherein the game application includes a first simulation engine configured to execute game logic that is configured to control simulation of a virtual environment, and a first presentation engine configured to render frames based on state data generated by the first simulation engine, wherein executing the game application in the distributed streaming phase comprises:
- executing the first simulation engine on a first client instance using hardware computing resources of on the server computing system, and
- executing the first presentation engine on the user computing system using hardware computing resources of the user computing system;
- during the distributed streaming phase:
- transferring assets to the user computing system to execute a second simulation engine on the user computing system;
- and
- based on a determination that the second simulation engine is executing on the user computing system, transferring control of execution of the first simulation engine to the second simulation engine within the game application on the user computing system.
6 more elements
A server computing system for dynamically streaming a game application to a user computing system comprising:
- one or more hardware processors configured with computer executable instructions that configure the server computing system to:
- initiate streaming of a first gameplay session of a game application;
- execute the game application in a distributed streaming phase, wherein the game application includes a first simulation engine configured to execute game logic that is configured to control simulation of a virtual environment, and a first presentation engine configured to render frames based on state data generated by the first simulation engine, wherein executing the game application in the distributed streaming phase comprises:
- execute the first simulation engine on a first client instance using hardware computing resources of on the server computing system, and
- execute the first presentation engine on the user computing system using hardware computing resources of the user computing system;
- during the distributed streaming phase:
- transfer assets to the user computing system to execute a second simulation engine on the user computing system;
- and
- based on a determination that the second simulation engine is executing on the user computing system, transfer control of execution of the first simulation engine to the second simulation engine within the game application on the user computing system.
6 more elements
Dependencies are inferred from the claim text.