Patents by Inventor Christian Rickeby
Christian Rickeby has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
-
Methods and systems for maintaining smooth frame rate during transmission of streaming video content
Patent number: 11882188Abstract: Methods and system include receiving frames of data generated for an online game, from a server device and encoding the frames using an encoder. Each encoded frame of data is transmitted to a client device over a network, for rendering. A monitoring engine is used to evaluate the data contained in the encoded frame to determine if an amount of data contained in the encoded frame exceeds a maximum data limit specified for a communication channel established between the server device and the client device. When the amount of data contained in the encoded frame exceeds the maximum data limit, a signal is sent to the encoder to dynamically reduce amount of data included in one or more subsequent frames forwarded to the client device for rendering. The adjusting is performed to maintain a frame rate defined for the online game.Type: GrantFiled: December 23, 2019Date of Patent: January 23, 2024Assignee: Sony Interactive Entertainment Inc.Inventor: Claes Christian Rickeby -
Patent number: 11213744Abstract: A method is provided, including: receiving a request from a client device to initiate gameplay of a cloud video game; assigning the client device to a first data center from which to stream the gameplay of the cloud video game, and initiating transfer of user save data from a second data center to the first data center; loading the cloud video game on a cloud gaming machine at the first data center, including loading of generic save data and a first portion of the user save data; initiating interactive gameplay of the cloud video game with the generic save data and the first portion of the user save data; during the interactive gameplay, transferring a second portion of the user save data to the first data center; applying the second portion of the user save data to update the execution of the cloud video game.Type: GrantFiled: March 9, 2020Date of Patent: January 4, 2022Assignee: Sony Interactive Entertainment LLCInventors: David Perry, Christian Rickeby
-
Patent number: 11173389Abstract: A computer simulation controller includes both a Bluetooth transceiver and a Wi-Fi transceiver. Player input to the controller generates commands that are sent using both transceivers, such that a receiving apparatus such as a game console or a web server can use the first-arriving one of the two commands to reduce latency.Type: GrantFiled: July 30, 2019Date of Patent: November 16, 2021Assignee: Sony Interactive Entertainment LLCInventors: Christian Rickeby, Torgeir Hagland
-
METHODS AND SYSTEMS FOR MAINTAINING SMOOTH FRAME RATE DURING TRANSMISSION OF STREAMING VIDEO CONTENT
Publication number: 20210194991Abstract: Methods and system include receiving frames of data generated for an online game, from a server device and encoding the frames using an encoder. Each encoded frame of data is transmitted to a client device over a network, for rendering. A monitoring engine is used to evaluate the data contained in the encoded frame to determine if an amount of data contained in the encoded frame exceeds a maximum data limit specified for a communication channel established between the server device and the client device. When the amount of data contained in the encoded frame exceeds the maximum data limit, a signal is sent to the encoder to dynamically reduce amount of data included in one or more subsequent frames forwarded to the client device for rendering. The adjusting is performed to maintain a frame rate defined for the online game.Type: ApplicationFiled: December 23, 2019Publication date: June 24, 2021Inventor: Claes Christian Rickeby -
Publication number: 20210031100Abstract: A computer simulation controller includes both a Bluetooth transceiver and a Wi-Fi transceiver. Player input to the controller generates commands that are sent using both transceivers, such that a receiving apparatus such as a game console or a web server can use the first-arriving one of the two commands to reduce latency.Type: ApplicationFiled: July 30, 2019Publication date: February 4, 2021Inventors: Christian Rickeby, Torgeir Hagland
-
Publication number: 20200206616Abstract: A method is provided, including: receiving a request from a client device to initiate gameplay of a cloud video game; assigning the client device to a first data center from which to stream the gameplay of the cloud video game, and initiating transfer of user save data from a second data center to the first data center; loading the cloud video game on a cloud gaming machine at the first data center, including loading of generic save data and a first portion of the user save data; initiating interactive gameplay of the cloud video game with the generic save data and the first portion of the user save data; during the interactive gameplay, transferring a second portion of the user save data to the first data center; applying the second portion of the user save data to update the execution of the cloud video game.Type: ApplicationFiled: March 9, 2020Publication date: July 2, 2020Inventors: David Perry, Christian Rickeby
-
Patent number: 10583360Abstract: A method is provided, including: receiving, over a network by a cloud gaming server computer, a request from a client device to initiate gameplay of a cloud video game; assigning the client device to a data center from which to stream the cloud video game; loading a cloud gaming machine at the data center with the cloud video game; substantially simultaneous with the loading of the cloud gaming machine, performing a stream test between the data center and the client device to determine a quality of service of the streaming of the cloud video game; after completion of the loading and the stream test, initiating interactive gameplay of the cloud video game by streaming video data, generated from execution of the cloud video game by the cloud gaming machine, to the client device, and receiving input data from the client device to drive the execution of the cloud video game.Type: GrantFiled: June 8, 2018Date of Patent: March 10, 2020Assignee: Sony Interactive Entertainment America LLCInventors: David Perry, Christian Rickeby
-
Patent number: 10226700Abstract: A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player. These overlays may be used to prevent presentation of non-allowed input controls.Type: GrantFiled: May 23, 2016Date of Patent: March 12, 2019Assignee: Sony Interactive Entertainment America LLCInventors: Andrew Buchanan Gault, Rui Filipe Andrade Pereira, David Perry, Brian K. F. Lau, Kelvin Michael Yong, Claes Christian Rickeby, Ryan Hamilton Breed, Eleazar T. Galano, III, Austin English
-
Publication number: 20180290054Abstract: A method is provided, including: receiving, over a network by a cloud gaming server computer, a request from a client device to initiate gameplay of a cloud video game; assigning the client device to a data center from which to stream the cloud video game; loading a cloud gaming machine at the data center with the cloud video game; substantially simultaneous with the loading of the cloud gaming machine, performing a stream test between the data center and the client device to determine a quality of service of the streaming of the cloud video game; after completion of the loading and the stream test, initiating interactive gameplay of the cloud video game by streaming video data, generated from execution of the cloud video game by the cloud gaming machine, to the client device, and receiving input data from the client device to drive the execution of the cloud video game.Type: ApplicationFiled: June 8, 2018Publication date: October 11, 2018Inventors: David Perry, Christian Rickeby
-
Patent number: 9993729Abstract: A method is provided, including: receiving, over a network by a cloud gaming server computer, a request from a client device to initiate gameplay of a cloud video game; responsive to the request, assigning the client device to a first data center from which to stream the gameplay of the cloud video game; responsive to the request, initiating transfer of user save data over the network from a second data center to the first data center; loading the cloud video game on a cloud gaming machine at the first data center, the loading of the cloud video game including loading of generic save data; initiating interactive gameplay of the cloud video game with the generic save data; during the interactive gameplay, completing the transfer of the user save data to the first data center; applying the user save data to update the execution of the cloud video game.Type: GrantFiled: January 29, 2016Date of Patent: June 12, 2018Assignee: Sony Interactive Entertainment America LLCInventors: David Perry, Christian Rickeby
-
Patent number: 9998388Abstract: The method may include sending, via an unreliable protocol, a stream of data packets to at least one recipient device over a network. The stream of data packets may include source packets and forward error correction (FEC) packets. The method may include, during said sending, receiving one or more feedback reports from the at least one recipient device, each said periodic feedback report characterizing packet loss during a corresponding period of time. The method may also include, during said sending, adjusting a rate at which said data packets are sent in the stream in response to at least one of said feedback reports. Adjusting the rate may include increasing a FEC rate at which the FEC packets are sent while maintaining a source rate at which the source packets are sent in response to a one of the feedback reports which characterizes the packet loss as within an acceptable level.Type: GrantFiled: February 6, 2014Date of Patent: June 12, 2018Assignee: Sony Interactive Entertainment LLCInventors: Christian Rickeby, Kelvin Yong
-
Publication number: 20170050111Abstract: A method is provided, including: receiving, over a network by a cloud gaming server computer, a request from a client device to initiate gameplay of a cloud video game; responsive to the request, assigning the client device to a first data center from which to stream the gameplay of the cloud video game; responsive to the request, initiating transfer of user save data over the network from a second data center to the first data center; loading the cloud video game on a cloud gaming machine at the first data center, the loading of the cloud video game including loading of generic save data; initiating interactive gameplay of the cloud video game with the generic save data; during the interactive gameplay, completing the transfer of the user save data to the first data center; applying the user save data to update the execution of the cloud video game.Type: ApplicationFiled: January 29, 2016Publication date: February 23, 2017Inventors: David Perry, Christian Rickeby
-
Publication number: 20160339341Abstract: A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player. These overlays may be used to prevent presentation of non-allowed input controls.Type: ApplicationFiled: May 23, 2016Publication date: November 24, 2016Inventors: Andrew Buchanan Gault, Rui Filipe Andrade Pereira, David Perry, Brian K.F. Lau, Kelvin Michael Yong, Claes Christian Rickeby, Ryan Hamilton Breed, Eleazar T. Galano, III, Austin English
-
Patent number: 9349201Abstract: A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player. These overlays may be used to prevent presentation of non-allowed input controls.Type: GrantFiled: January 13, 2012Date of Patent: May 24, 2016Assignee: Sony Interactive Entertainment America LLCInventors: Andrew Buchanan Gault, Rui Filipe Andrade Pereira, David Perry, Brian K. F. Lau, Kelvin Michael Yong, Claes Christian Rickeby, Ryan Hamilton Breed, Eleazar T. Galano, III, Austin English
-
Publication number: 20150222555Abstract: The method may include sending, via an unreliable protocol, a stream of data packets to at least one recipient device over a network. The stream of data packets may include source packets and forward error correction (FEC) packets. The method may include, during said sending, receiving one or more feedback reports from the at least one recipient device, each said periodic feedback report characterizing packet loss during a corresponding period of time. The method may also include, during said sending, adjusting a rate at which said data packets are sent in the stream in response to at least one of said feedback reports. Adjusting the rate may include increasing a FEC rate at which the FEC packets are sent while maintaining a source rate at which the source packets are sent in response to a one of the feedback reports which characterizes the packet loss as within an acceptable level.Type: ApplicationFiled: February 6, 2014Publication date: August 6, 2015Applicant: Sony Computer Entertainment America LLCInventors: Christian Rickeby, Kelvin Yong