Level changing in a game streaming system
AssigneeGoogle Inc.
InventorStephen D. Goglin
Life of this patent
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Abstract
A game streaming system concurrently executes different instances of a game program, each instance employing a different set of hardware resources, including different local memory, such as the hardware resources of different servers or different GPUs. Based on a game state, the game streaming system streams rendered frames from a first set of hardware resources associated with the game level to a client device wherein the rendered frames, depicting a portion of a virtual environment. In response to an indication from the game program of a game level change to a new game level, the game streaming system transfers a player state to another set of hardware resources, and begins streaming rendered frames to the client device from the other of hardware resources.
Claims18
A method comprising:
- executing a first instance of a game program based on a player state to generate a first set of rendered frames to be streamed, the player state indicating a base state of a player prior to modification from executing the first instance and indicating changes to the base state of the player from executing the first instance;
- pre-loading a first set of game assets associated with the game program and the base state of the player for use by a second instance of the game program;
- in response to an indication of a game level change for the game program, transferring at least a portion of the player state indicating the changes to the base state from executing the first instance to the second instance of the game program;
- and
- executing the second instance of the game program based on the pre-loaded first set of game assets and based on the transferred portion of the player state to generate a second set of rendered frames to be streamed.
A method, comprising:
- while executing a first instance of a game program to generate a first set of rendered frames to be streamed, identifying changes to a base state of a player based on executing the first instance of the game program, wherein the base state of the player represents a state unmodified by executing the first instance;
- pre-loading the base state of the player for use by a second instance of the program;
- in response to an indication of a first game level change for the game program, transferring a first change file indicating the identified first changes to the base state of the player to a second instance of the game program;
- and
- executing the second instance of the game program based on the transferred first change file to generate a second set of rendered frames to be streamed.
A non-transitory computer readable medium embodying a set of executable instructions, the set of executable instructions to manipulate at least one processor to:
- execute a first instance of a game program based on a player state to generate a first set of rendered frames to be streamed, the player state indicating a base state of a player prior to modification by the first instance of the game program and indicating changes to the base state of the player from executing the first instance;
- pre-load a first set of game assets associated with the game program and the base state of the player for use by a second instance of the game program
- in response to an indication of a game level change for the game program, transfer at least a portion of the player state to a second instance of the game program;
- and
- execute the second instance of the game program based on the pre-loaded first set of game assets and based on the transferred portion of the player state to generate a second set of rendered frames to be streamed.
Dependencies are inferred from the claim text.