US 11,865,434 B2
Reducing latency in cloud gaming applications by overlapping receive and decode of video frames and their display at the client
Kelvin M. Yong, Irvine, CA (US); and Mark E. Cerny, Los Angeles, CA (US)
Assigned to Sony Interactive Entertainment Inc., Tokyo (JP)
Filed by Sony Interactive Entertainment Inc., Tokyo (JP)
Filed on Aug. 24, 2020, as Appl. No. 17/001,561.
Claims priority of provisional application 62/909,157, filed on Oct. 1, 2019.
Claims priority of provisional application 62/909,156, filed on Oct. 1, 2019.
Prior Publication US 2021/0093958 A1, Apr. 1, 2021
Int. Cl. A63F 13/355 (2014.01); H04N 21/4385 (2011.01); H04N 21/236 (2011.01); A63F 13/50 (2014.01)
CPC A63F 13/355 (2014.09) [A63F 13/50 (2014.09); H04N 21/23605 (2013.01); H04N 21/4385 (2013.01); A63F 2300/538 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method of cloud gaming, comprising:
receiving one or more encoded slices of a video frame at a client, wherein the video frame was generated at a server while executing a video game, and encoded by an encoder at the server into the one or more encoded slices; and
decoding a first encoded slice at a decoder of the client before fully receiving the one or more encoded slices of the video frame.