US 12,134,039 B2
Methods and systems for selecting a level of detail visual asset during the execution of a video game
Rulon Joseph Raymond, Los Angeles, CA (US)
Assigned to Activision Publishing, Inc., Santa Monica, CA (US)
Filed by Activision Publishing, Inc., Santa Monica, CA (US)
Filed on Aug. 10, 2023, as Appl. No. 18/448,075.
Application 18/448,075 is a continuation of application No. 17/037,297, filed on Sep. 29, 2020, granted, now 11,724,188.
Prior Publication US 2023/0390639 A1, Dec. 7, 2023
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/537 (2014.01); G06T 15/00 (2011.01); G06T 17/20 (2006.01)
CPC A63F 13/537 (2014.09) [G06T 15/005 (2013.01); G06T 17/20 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method of selecting one of a plurality of level of detail (LOD) visual assets for rendering during gameplay in a multiplayer game being executed on a client device, wherein each of the plurality of LOD visual assets is associated with a switch distance, the method comprising:
accessing data representative of at least some of the plurality of LOD visual assets and switch distances associated with said at least some of the plurality of LOD visual assets;
monitoring one or more variables related to the client device;
based on said monitoring, determining that one or more corrective factors should be applied to the associated switch distances; and
based on the determination, applying the one or more corrective factors to the associated switch distances in order to generate modulated switch distances and selecting one of the at least some of the plurality of LOD visual assets based on one of the modulated switch distances.