US 12,337,233 B2
Bifurcation of gameplay between mobile and non-mobile play with intelligent game state saving, and startups
Warren M Benedetto, Foothill Ranch, CA (US); Alvin Daniel, San Mateo, CA (US); Daniel Hiatt, San Mateo, CA (US); and Jon Webb, San Mateo, CA (US)
Assigned to SONY INTERACTIVE ENTERTAINMENT INC., Tokyo (JP)
Filed by Sony Interactive Entertainment Inc., Tokyo (JP)
Filed on Nov. 28, 2023, as Appl. No. 18/522,091.
Application 18/522,091 is a division of application No. 17/494,246, filed on Oct. 5, 2021, granted, now 11,826,644, issued on Nov. 28, 2023.
Prior Publication US 2024/0100424 A1, Mar. 28, 2024
Int. Cl. A63F 13/493 (2014.01); A63F 13/355 (2014.01)
CPC A63F 13/493 (2014.09) [A63F 13/355 (2014.09); A63F 2300/538 (2013.01); A63F 2300/636 (2013.01)] 8 Claims
OG exemplary drawing
 
1. A computer-implemented method for streaming gameplay to user devices from a cloud gaming system, the cloud gaming system including a server for enabling multiplayer gaming, comprising:
identifying a first device of a first user for playing a multiplayer game;
identifying a second device of a second user for playing the multiplayer game;
identifying a bandwidth associated with the first device and associated with the second device;
removing graphic layers to be included in a scene of a video stream sent to one or both of the first and second devices, wherein a level of said bandwidth identified is used to identify a level of said removing of graphic layers;
wherein said scene viewable via the first and second devices remains playable with more or less graphic layers being removed.