US 11,998,840 B2
Determining targeted display time of a video frame for a client based on server side timing information
Roelof Roderick Colenbrander, Costa Mesa, 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 Oct. 4, 2022, as Appl. No. 17/960,020.
Application 17/960,020 is a continuation of application No. 17/008,502, filed on Aug. 31, 2020, granted, now 11,458,391.
Claims priority of provisional application 62/909,166, filed on Oct. 1, 2019.
Claims priority of provisional application 62/909,172, filed on Oct. 1, 2019.
Claims priority of provisional application 62/909,175, filed on Oct. 1, 2019.
Prior Publication US 2023/0024723 A1, Jan. 26, 2023
Int. Cl. A63F 13/355 (2014.01); A63F 13/358 (2014.01); A63F 13/52 (2014.01); A63F 13/537 (2014.01); H04L 65/61 (2022.01); H04L 67/12 (2022.01)
CPC A63F 13/355 (2014.09) [A63F 13/358 (2014.09); A63F 13/52 (2014.09); A63F 13/537 (2014.09); A63F 2300/534 (2013.01); A63F 2300/538 (2013.01); H04L 65/61 (2022.05); H04L 67/12 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method of cloud gaming, comprising:
aligning a server VSYNC signal of a server and a client VSYNC signal of a client;
receiving at the client from the server a video frame that is encoded;
receiving at the client from the server timing information for the video frame;
determining a target display time of the video frame based on the timing information, wherein the target display time is a targeted occurrence of the server VSYNC signal;
translating the target display time to a targeted occurrence of the client VSYNC signal; and
scheduling a display time for the video frame based on the targeted occurrence of the client VSYNC signal.