← Cloud Gaming & Streaming

May 2026

Cloud Gaming & Streaming

Granted Patents 4 patents

Overview

This month's cloud gaming and streaming category includes 4 granted patents from Now.GG, Nvidia, Sony, and Tencent, with 1 patent from each company.

The patents address core infrastructure challenges in cloud gaming platforms, spanning security, authentication, and performance optimization. Nvidia's patent describes a dual-key encryption system for protecting game builds during distribution, while Now.GG's technology enables cross-device authentication using pre-provisioned tokens. Tencent's patent optimizes resource allocation by offloading cutscene delivery to dedicated servers, and Sony's split-client architecture separates rendering and streaming tasks to reduce server-side complexity.

Company Activity

Nvidia received 1 patent for a dual-key encryption system designed to secure game builds during distribution in cloud gaming environments. The system attaches encrypted content keys directly to game files as metadata and embeds key encryption key identifiers in filenames, eliminating the need for a centralized key repository. This envelope encryption approach allows each piece of content to be self-contained and auditable while preventing unauthorized access through content delivery networks.

Now.GG's patent addresses cross-device authentication by allowing users to access cloud gaming hardware, such as remote mobile devices, without repeated login prompts. The system uses pre-provisioned tokens stored on client devices that unlock hardware-level access controls, including screen locks on remote devices. This combines cloud authentication token matching with physical hardware unlocking, enabling seamless provisioning of remote hardware for cloud streaming services.

Tencent received 1 patent for optimizing cloud gaming performance by separating cutscene delivery from interactive gameplay rendering. The system offloads non-interactive cutscenes to dedicated content delivery servers, bypassing GPU-intensive cloud gaming servers entirely and treating cutscenes as cacheable static content. This approach frees up GPU resources for actual gameplay rendering and reduces overall server compute costs by avoiding on-demand rendering of every frame.

Sony's patent describes a split-client architecture that divides rendering and streaming responsibilities between local and remote components in cloud gaming systems. The architecture allows service operators to modify the platform's interface and functionality entirely on the server side without requiring client-side software updates. This separation decouples service evolution from hardware and software upgrade cycles on the user's device, reducing client complexity while enabling continuous platform improvements.

Patent Sources (4)

All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.

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