Microsoft received 2 granted patents this quarter across 2 categories: VR & AR (1) and Game Engines (1).
The VR & AR patent covers adaptive frame rate technology for head-mounted displays that adjusts refresh rates based on changes in critical flicker fusion threshold to optimize visual quality dynamically. The Game Engines patent describes a 3D visual editor for interactive videos and games that allows creators to edit camera nodes, paths, and effects without requiring deep scripting knowledge.
Microsoft's VR & AR patent tackles a perceptual challenge in head-mounted displays by dynamically adjusting frame rates based on the critical flicker fusion threshold. Instead of maintaining a constant refresh rate, the system monitors how factors like brightness, contrast, and color affect human visual perception and modifies the display accordingly. This approach connects biological vision science directly to Hardware control, moving beyond conventional adaptive sync methods that respond primarily to GPU rendering speeds rather than how the human eye actually processes light.
The Game Engines patent transforms how creators build interactive videos and games by replacing text-based scripting with spatial editing tools. Users manipulate camera transitions, effects, and scene connections through a 3D graph interface where nodes and paths represent interactive logic visually. This makes complex video behavior accessible to people without programming expertise, allowing them to modify camera movements and scene relationships by directly interacting with visual elements rather than writing code.
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.