Patent · US Active

Client-side prediction of a local game object to reduce apparent network lag of multiplayer simulations

US8678929B1 · kind B1 · utility

56Cited by
15References
20Claims
0Family size

Assignee

Inventors

Key dates

Filing dateAug 1, 2008
Grant dateMar 25, 2014
Priority date
Expiry dateMay 17, 2032

Classification

  • Technology area (CPC A)Human Necessities
  • CPC primaryA63F2300/534
  • WIPO fieldFurniture, games
  • WIPO sectorOther fields

Abstract

A method for operating a networked interactive game system is provided. An input command generated by a local user of a local game system that controls a local object of an interactive game may be received. A state for the local object in the present game frame may be predicted based on the input command. State data of a first object of the interactive game that was determined in a network simulation of a previous game frame may be retrieved. A global object of the interactive game in the present game frame may be course-corrected to be aligned with the global object in the previous game frame using the predicted state for the local object in the present game frame and the state data of the first object of the previous game frame. The present game frame may be rendered with the course-corrected global object.

Source: USPTO / EPO open patent data. Objective bibliographic and citation counts.