CPC A63F 13/355 (2014.09) [A63F 13/00 (2013.01); A63F 13/335 (2014.09); A63F 13/35 (2014.09); A63F 13/42 (2014.09); A63F 13/537 (2014.09); A63F 13/71 (2014.09); A63F 13/77 (2014.09); A63F 13/795 (2014.09); A63F 13/86 (2014.09); A63F 13/87 (2014.09); G06F 9/45537 (2013.01); G06F 9/45558 (2013.01); H04L 65/1101 (2022.05); H04L 65/61 (2022.05); H04L 65/70 (2022.05); H04L 65/80 (2013.01); H04L 67/131 (2022.05); H04L 67/52 (2022.05); H04N 19/136 (2014.11); H04N 19/42 (2014.11); H04N 19/44 (2014.11); H04N 19/46 (2014.11); H04N 19/70 (2014.11); A63F 2300/407 (2013.01); A63F 2300/409 (2013.01); A63F 2300/51 (2013.01); A63F 2300/538 (2013.01); A63F 2300/552 (2013.01); G06F 2009/45579 (2013.01); G06F 2009/45595 (2013.01); H04L 67/10 (2013.01)] | 19 Claims |
1. A method, comprising:
executing a video game on a server computing system to generate video data of the video game at the server computing system, the executing of the video game done in response to a request from a client computing system;
encoding the video data of the video game at a first quality level to generate a first encoded video data stream;
encoding the video data of the video game at a second quality level to generate a second encoded video data stream, the second quality level being higher than the first quality level;
transmitting the first encoded video data stream to the client computing system;
upon verifying that a data transmission connection between the server computer system and the client computer system supports transmission of the second encoded video data stream with an acceptable quality of service, transmitting the second encoded video data stream to the client computing system instead of the first encoded video data stream;
monitoring a state of the video game as the video game executes on the server computing system;
detecting a change in a state of the video game as a result of monitoring the state of the video game, the change in the state of the video game being a change from a first state to a second state, the second state determined by user inputs received from the client computing system, wherein the second state has a larger display latency that the first state; and
upon detecting the change in the state of the video game from the first state to the second state, reverting back to transmitting the first encoded video data stream to the client computing system instead of the second encoded video data stream.
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