Methods and apparatus for hiding latency in network multiplayer games
AssigneeSony Computer Entertainment America LLC
InventorsGlenn FIEDLER, Vincent NAPOLI, Jason MCDONALD
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AssigneeSony Computer Entertainment America LLC
InventorsGlenn FIEDLER, Vincent NAPOLI, Jason MCDONALD
Estimating the term…
Aspects of the present disclosure describe methods and apparatuses that hide latency during an interaction between an attacking client device platform and a defending client device platform in a multiplayer game played over a network. The attacking client device platform predicts a successful attack will be made and delivers a hit event to the defending client device platform. In order to provide additional time to wait for a hit reply from the defending client device platform the attacking client device platform initiates an altered animation mode that lengthens the run-time of the animation. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
On an attacking client device platform configured to operate on a network, a method for hiding latency during an interaction between a first avatar controlled by the attacking client device platform and a second avatar controlled by a defending client device platform in a multiplayer game played over the network, comprising:
An attacking client device platform configured to operate on a network, comprising:
A nontransitory computer readable medium containing program instructions for hiding latency during an interaction between a first avatar controlled by the attacking client device platform and a second avatar controlled by a defending client device platform in a multiplayer game played over the network, and wherein execution of the program instructions by one or more processors of a computer system causes the one or more processors to carry out the steps of:
In a defending client device platform configured to operate on a network, a method for hiding latency during an interaction between a first avatar controlled by an attacking client device platform and a second avatar controlled by the defending client device platform in a multiplayer game played over the network, comprising:
A nontransitory computer readable medium containing program instructions for hiding latency during an interaction between a first avatar controlled by an attacking client device platform and a second avatar controlled by the defending client device platform in a multiplayer game played over the network, and wherein execution of the program instructions by one or more processors of a computer system causes the one or more processors to carry out the steps of:
A defending client device platform configured to operate on a network, comprising:
In an observing client device platform configured to operate on a network, a method for hiding latency during an interaction between a first avatar controlled by an attacking client device platform and a second avatar controlled by a defending client device platform in a multiplayer game played over the network, comprising:
A nontransitory computer readable medium containing program instructions for hiding latency during an interaction between a first avatar controlled by an attacking client device platform and a second avatar controlled by a defending client device platform in a multiplayer game played over the network, and wherein execution of the program instructions by one or more processors of a computer system causes the one or more processors to carry out the steps of:
An observing client device platform configured to operate on a network, comprising:
Dependencies are inferred from the claim text.