← Niantic

H1 2026

Niantic

Granted Patents 3 patents

Overview

Niantic received 3 granted patents in H1 2026 across VR & AR (1), Platforms (1), and Networking (1).

The VR & AR patent covers a system that validates AR map accuracy by comparing predicted camera poses against actual device movement to determine suitable game start locations. In the Platforms category, Niantic described a tiered approach to anonymizing location data in AR games, progressively reducing GPS precision over time to balance privacy and analytics. The Networking patent addresses low-latency parallel processing for anticheat systems in AR and parallel-reality games, enabling independent metric writing across nodes without waiting for complete datasets.

Technology Themes

1 VR & AR patent addresses the challenge of AR localization reliability. Rather than allowing users to discover that a location cannot support AR gameplay once they have already arrived, the system runs consistency checks in advance, comparing pairs of frames from earlier validation scans to measure how closely predicted camera pose differences match what the device's sensors actually recorded. Those comparisons feed into a localizability score for each point of interest, giving the system a way to assess map quality before any user is ever directed there.

The Platforms category holds 1 patent covering how Niantic handles location data privacy in AR games. Instead of storing a single GPS record and degrading its precision over time, the system writes the same location event into multiple retention tables at once, each holding data at a different level of granularity from the moment of capture. This lets distinct analytical processes draw from whichever precision tier fits their purpose, while a one-way API module that maps hashed player identifiers to raw ones keeps internal service communication from exposing player identities directly.

A single Networking patent takes on a specific bottleneck that slows anticheat pipelines in AR and parallel-reality games. In conventional approaches, processed metrics from independent nodes sit idle until every node in the pipeline finishes, creating a delay that compounds as data volumes grow. Here, each node writes its results to a rate-limited database as soon as its own processing completes, cutting enough latency that a full hour of player activity can move through the entire anticheat system within a 30-minute window.

Patent Sources (3)

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.

All Niantic patents → All companies → Database coverage →