This week's networking and multiplayer category includes 7 filed patent applications from Roblox (3), Nintendo (1), Lenovo (1), Samsung (1), and Shanghai Lilith Technology (1).
The patents address network optimization and player management challenges in online gaming and virtual worlds. Samsung and Lenovo filed applications focused on streaming optimization, with Samsung's system adjusting resolution versus frame rate based on content type and network conditions, while Lenovo's technology embeds user interaction data into RTP header extensions for cloud gaming. Roblox's applications cover matchmaking configuration and distributed database architecture for large-scale virtual environments, Nintendo's patent describes priority-based session management for balancing players and spectators, and Shanghai Lilith Technology filed a client-side rendering system that reduces server load in massive multiplayer simulations.
Samsung received 1 patent for a wireless video transmission system that makes different quality tradeoffs depending on what type of content is being streamed. When network congestion occurs, the system uses HDMI 2.1's ALLM metadata to identify whether the user is playing a game or watching video, then applies content-appropriate adjustments. Games maintain their frame rate while dropping resolution, whereas video preserves full resolution but allows frame skipping.
Lenovo received 1 patent covering a method for reducing latency in cloud gaming and extended reality applications. The system places user interaction data like pose, gestures, and eye tracking directly into RTP header extensions rather than transmitting this information as payload or in separate packets. This placement allows the data to be processed more quickly along the time-critical RTP path, which matters for bidirectional interactive applications where user inputs need rapid processing and the rendered responses must be returned with minimal delay.
Roblox received 3 patents in this category, with 2 addressing customizable matchmaking and 1 covering distributed database architecture. The matchmaking applications describe a system that allows developers to configure their own scoring criteria and weighted functions for player matching through a UI, with one version using machine learning models to interpret text input and determine appropriate weights and signals. The distributed database patent describes an architecture for massive-scale virtual worlds that combines spatial partitioning with dynamic workload balancing and versioned table snapshots, using an authority and speculation model where servers optimistically simulate objects from other regions while maintaining control over their own assigned areas.
Nintendo received 1 patent for a session management system that handles capacity limits in online multiplayer games with both active players and spectators. The system allows users to switch between operator and viewer roles across multiple simultaneous sessions while maintaining priority-based capacity management. When a session reaches its limit, the system uses time-based or contribution-based heuristics to determine which viewers to remove, and it preserves operator slots for users who temporarily switch to viewing other sessions.
Shanghai Lilith Technology received 1 patent for a client-side rendering approach designed for massive-scale simulation games. The system displays bidirectional combat effects using pre-calculated damage values and hit rates, organizing interactions into cycles with hittable and unhittable phases. During unhittable periods, hit rates drop to 0, then restore when new damage values arrive from the server, allowing the client to batch and display combat effects with smoother visual feedback while reducing the need for constant server communication.