US 12,301,899 B2
Methods and systems for maintaining smooth frame rate during transmission of streaming video content
Claes Christian Rickeby, Trabuco Canyon, CA (US)
Assigned to Sony Interactive Entertainment Inc., Tokyo (JP)
Filed by Sony Interactive Entertainment Inc., Tokyo (JP)
Filed on Jan. 23, 2024, as Appl. No. 18/420,728.
Application 18/420,728 is a division of application No. 16/725,726, filed on Dec. 23, 2019, granted, now 11,882,188.
Prior Publication US 2024/0171637 A1, May 23, 2024
This patent is subject to a terminal disclaimer.
Int. Cl. H04N 21/2343 (2011.01); A63F 13/335 (2014.01); A63F 13/355 (2014.01); A63F 13/358 (2014.01); H04L 47/26 (2022.01); H04L 67/131 (2022.01); H04N 19/146 (2014.01); H04N 21/478 (2011.01)
CPC H04N 21/2343 (2013.01) [A63F 13/335 (2014.09); A63F 13/355 (2014.09); A63F 13/358 (2014.09); H04L 47/26 (2013.01); H04L 67/131 (2022.05); H04N 19/146 (2014.11); H04N 21/4781 (2013.01); A63F 2300/538 (2013.01)] 18 Claims
OG exemplary drawing
 
1. A system for processing data of an online game, comprising:
a server configured for executing an instance of the online game and generate frames of data for transmitting to a client device;
an encoder configured to receive the frames of data of the online game and encode the frames of data in accordance to a maximum data limit specified for a communication channel;
the communication channel established between the server executing the online game and the client device for transmitting the frames of data for rendering; and
a monitoring system coupled to the encoder and configured to,
monitor amount of data included in each of the frames forwarded to the encoder,
determine a number of subsequent frames from which to recoup excess data transmitted in a particular frame that exceeds the maximum data limit, and
generate a signal to the encoder to dynamically reduce the amount of data included in each of the number of subsequent frames to a reduced maximum data limit defined based on demands of the online game and an amount of data exceeding the maximum data limit so as to maintain a frame rate for the online game,
the monitoring system establishing a communication connection with the server to obtain access to the frames of data of the online game.