EP4607933A2

Encoder tuning to improve tradeoffs between latency and video quality in cloud gaming applications

Abstract

A method for cloud gaming. The method including generating a plurality of video frames when executing a video game at a cloud gaming server. The method including encoding the plurality of video frames at an encoder bit rate, wherein the plurality of video frames that is compressed is transmitted to a client from a streamer of the cloud gaming server. The method including measuring a maximum receive bandwidth of a client. The method including monitoring the encoding of the plurality of video frames at the streamer. The method including dynamically tuning a parameter of the encoder based on the monitoring of the encoding.

EP4607933A2, drawing sheet 1
Sheet 1 of 13

Term

14 yearsto projected expiry

Projected expiry 30 September 2040, counted from filing; an application has no term until it is granted.

  1. Priority and filed
  2. Published
  3. Today
  4. Projected expiry

15 claims: 3 independent, 12 dependent

  1. 1
    A method comprising:generating a plurality of video frames when executing a video game at a cloud gaming server;predicting a scene change for a first video frame for the video game, wherein the scene change is predicted before the first video frame is generated;generating a scene change hint that the first video frame is the scene change;sending the scene change hint to an encoder;delivering the first video frame to the encoder, wherein the first video frame is encoded as an I-frame based on the scene change hint;measuring a maximum receive bandwidth of a client;and determining whether to encode or not encode a second video frame received at the encoder based on the maximum receive bandwidth of the client and a target resolution of a client display.
  2. 7
    A non-transitory computer-readable medium storing instructions that, upon execution by a set of processors, cause operations comprising:generating a plurality of video frames when executing a video game at a cloud gaming server;predicting a scene change for a first video frame for the video game, wherein the scene change is predicted before the first video frame is generated;generating a scene change hint that the first video frame is the scene change;sending the scene change hint to an encoder;delivering the first video frame to the encoder, wherein the first video frame is encoded as an I-frame based on the scene change hint;measuring a maximum receive bandwidth of a client;and determining whether to encode or not encode a second video frame received at the encoder based on the maximum receive bandwidth of the client and a target resolution of a client display.
  3. 13
    A computer system comprising:a processor;and memory coupled to the processor and having stored therein instructions that, upon execution by the processor, configure the computer system to: generate a plurality of video frames when executing a video game at a cloud gaming server;predict a scene change for a first video frame for the video game, wherein the scene change is predicted before the first video frame is generated;generate a scene change hint that the first video frame is the scene change;send the scene change hint to an encoder;deliver the first video frame to the encoder, wherein the first video frame is encoded as an I-frame based on the scene change hint;measure a maximum receive bandwidth of a client;and determine whether to encode or not encode a second video frame received at the encoder based on the maximum receive bandwidth of the client and a target resolution of a client display.