This month's cloud gaming and streaming category includes 2 filed patent applications from InterDigital CE Patent Holdings, SAS (1) and Sony (1).
Sony's filing describes a split-client architecture where a mobile device handles game controls while a separate display renders visuals, with processing executed remotely at a data center. InterDigital CE Patent Holdings, SAS addresses compression efficiency in its patent, which leverages game engine camera data and depth plane information to predict motion vectors and reduce latency during 3D game streaming.
Sony received 1 patent covering a cloud gaming architecture that separates input handling from video display. The system allows one device, such as a phone, to capture and transmit player controls while a different device, like a television, receives and renders the video stream. All game processing occurs on remote servers rather than on either client device. This separation means the display device requires no input hardware or game logic, while the control device needs no rendering or decoding capabilities.
InterDigital CE Patent Holdings, SAS filed 1 patent for a compression method tailored to cloud gaming workloads. The approach taps into game engine data that traditional video encoders cannot access, specifically the virtual camera's transformation parameters and the scene's depth information. Instead of searching for motion patterns across pixels, the codec calculates motion vectors directly from these 3D state inputs. This substitution reduces the computational overhead of motion prediction while maintaining accuracy for streamed game footage.
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.