TW201001177A - Apparatus for recursive recombination of streaming interactive video - Google Patents

Apparatus for recursive recombination of streaming interactive video Download PDF

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Publication number
TW201001177A
TW201001177A TW098123940A TW98123940A TW201001177A TW 201001177 A TW201001177 A TW 201001177A TW 098123940 A TW098123940 A TW 098123940A TW 98123940 A TW98123940 A TW 98123940A TW 201001177 A TW201001177 A TW 201001177A
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TW
Taiwan
Prior art keywords
video
game
frame
user
server
Prior art date
Application number
TW098123940A
Other languages
Chinese (zh)
Inventor
Stephen G Perlman
Der Laan Roger Van
Original Assignee
Onlive Inc
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Publication of TW201001177A publication Critical patent/TW201001177A/en

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Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/10Current supply arrangements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/41Structure of client; Structure of client peripherals
    • H04N21/426Internal components of the client ; Characteristics thereof
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/434Disassembling of a multiplex stream, e.g. demultiplexing audio and video streams, extraction of additional data from a video stream; Remultiplexing of multiplex streams; Extraction or processing of SI; Disassembling of packetised elementary stream
    • H04N21/4347Demultiplexing of several video streams
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/436Interfacing a local distribution network, e.g. communicating with another STB or one or more peripheral devices inside the home
    • H04N21/4363Adapting the video stream to a specific local network, e.g. a Bluetooth® network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/60Network streaming of media packets
    • H04L65/70Media network packetisation

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

An apparatus is described comprising a Power-over-Ethernet interface, a High-Definition Media Interface (HDMI), a Bluetooth interface, a means for decompressing low-latency streaming interactive video and audio from an Internet-based hosting service and outputting the decompressed audio and video through HDMI, and a means for transmitting to the Internet-based hosting service user control information and statistics from received packets. Further, the apparatus is able to receive two interleaved streams of low-latency streaming interactive video.

Description

201001177 六、發明說明: 【發明所屬之技術領域】 本揭示案大體而言係關於改良使用者操縱及存取音訊及 視訊媒體之能力的資料處理系統之領域。 本申請案為2002年12月10曰申請之名為「用於無線視訊 遊戲之裝置及方法(Apparatus and Method for Wireless Video Gaming)」的第10/3 15,460號部分接續(CIP)申請案, 該案已讓與給本CIP申請案之受讓人。 【先前技術】 自從托馬斯.愛迪生(Thomas Edison)時代以來,已記錄 之音訊及電影媒體已成為社會之一方面。在20世紀初期, 存在已記錄之音訊媒體(磁柱及唱片)及電影媒體(投幣式自 動點唱機及電影)的廣泛發行,但兩種技術仍處於其起步 階段。在20世紀20年代後期,在暢銷基礎上將電影與音訊 組合,繼之將彩色電影與音訊組合。無線電廣播逐漸演變 成很大程度上支援廣告之形式的廣播暢銷音訊媒體。當在 20世紀40年代中期建立電視(TV)廣播標準時,電視與無線 電以廣播暢銷媒體之形式接合,從而將先前已記錄的或現 場直播的電影帶入家庭中。 至20世紀中期為止,大部分美國家庭已具有用於播放已 記錄之音訊媒體的唱片播放機(phonograph record player)、用於接收現場直播之廣播音訊的無線電,及用於 播放現場直播之廣播音訊/視訊(A/V)媒體的電視機。常常 將此等3個「媒體播放機」(唱片播放機、無線電及TV)組 139848.doc 201001177 S於一共用公共揚聲器之櫥櫃中,變成家庭之「媒體中 2」。儘管對於消費者而言媒體選擇有限,但媒體「生態 =統」非常敎。大多數消費者知道如何使用「媒體播放 」夕且^享受其能力之全部範圍。同時,媒體之出版商 φ % ~及f視工作至’及音樂公司)能夠將其媒體分 酉己給電影院與家庭兩者,而不遭受廣泛的盜版或「二次銷 :」(亦即,已使用媒體的重新銷售)。通常,出版商不會 肖售得到收人,且因此,二次銷售減少了出版商對 、々銷售原本可自已使用媒體的購買者得到的收入。儘 =存在於20世紀中期期間出售的已使用之唱片,但該 == 會對唱片出版商有大影響,因為不同於電影或視 2 (其通常被成年人觀看—次或僅數次),音樂曲目可 Τ收聽數百次或甚至數千次。因此,音樂媒體遠比電影/ :广:體「經久」(亦即,對於成年消費者而言,其具有 消費者可能將其右消費者喜歡該音樂,則 二:世紀中期至當今’媒體生態系統對於消費者與出版 商之利盆及損失而言皆已經歷了一系列根本改 =(尤其是具有高品質立體聲之盒式磁帶)之廣泛引; 月况下’的確存在較高程度之消費者便利。 者現在廣泛㈣費者媒體實踐-盜版之開始。的確,^ =者1屯粹出於便利起見而使用盒式磁帶來錄製其自身的 曰"日盈增加的消費者(例如’宿舍中準備存取彼此 之唱片收集的學生)將進行盜版複製。又,消費者將錄製 J39848.doc 201001177 經由無線電播放之音樂,而非自出版商購買唱片或磁帶。 消費者VCR之出現導致更多的消費者便利,因為現在 徽可設定為記錄TV節目,其可在稍後時間觀看,且VCR 亦導致視訊租賃業之建立,其中電影以及TV節目設計可 在「按要求」基礎上進行存取。自20世紀80年代中期以來 的暢銷家庭媒體器件之快速開發已導致消費者之空前的選 擇及便利程度,且亦導致媒體出版市場之快速擴張。 現今,消費者面臨過多媒體選擇以及過多媒體器件,直 中之許多者綁定至特定形式之«或特定出版商。敎衷的 :體消費者可能將-堆器件連接至房屋各房間中的徵 電腦,造成至一或多個電視機及/或個人電腦(PC)之「鼠窩 式」電纜以及一群遠端控制。(在本申請案之上下文中, 術語「個人電腦」一戍「PC」指代適合於在家庭或辦公室中 使用的任何種類之電腦),包括桌上型電腦、Macintosh® 或”他非Windows電腦、與Wind〇ws相容之器件、υηίχ變 體膝上型電腦等)。此等器件可包括視訊遊戲控制台、 VCR、DVD播放機、音訊環繞音效處理器/放大器、衛星 機頂盒、電纜TV機頂盒等。此外,對於熱衷的消費者, 可能由於相容性問題而存在多個類似功能之器件。舉例而 ° '肖費者可能擁有HD-DVD與藍光(Blu-ray)DVD播放機 兩者或 Mlcrosoft Xbox®與 Sony Playstation®視訊遊戲系 、.’先兩者。實際上,由於一些遊戲跨越遊戲控制台之若干版 本的不相容性’消費者可能擁有XBox與稍後之版本(諸 如Xbox 360®)兩者。經常地’消費者對於使用哪個視訊 139848.doc 201001177 輸入端及哪個遠端感到迷惑。甚至在將光碟置放於正確播 放機(例如,DVD、HD-DVD、藍光、Xbox 或 Playstation) 中、選擇用於彼器件之視訊及音訊輸入端且發現正確遠端 控制之後,消費者仍面臨技術挑戰。舉例而言,在寬螢幕 DVD之狀況下,使用者可能需要首先判定正確的縱橫比 (例如,4:3、完全、放大、寬放大、電影院寬等)且接著在 其TV或監視器螢幕上設定正確的縱橫比。類似地,使用 者可能需要首先判定正確的音訊環繞音效系統格式(例 如,AC-3、杜比數位、DTS等)且接著設定正確的音訊環 繞音效系統格式。時常地,消費者未意識到其可能未享受 到其電視或音訊系統之全部能力下的媒體内容(例如,觀 看以錯誤縱橫比擠壓之電影,或收聽立體聲之音訊而非環 繞音效之音訊)。 日益增加地,已將以網際網路為基礎之媒體器件添加至 器件之堆疊。類似Sonos®數位音樂系統之音訊器件使音訊 直接自網際網路串流。同樣地,類似樂播放 機之器件記錄視訊且使其經由家庭網路串流或經由網際網 路串流而出,其中可在PC上於遠端觀看該視訊。且網際網 路協定電視(IPTV)服務經由數位用戶線(DSL)或其他家庭 網際網路連接而提供類似電緵TV之服務。近來亦存在將 多個媒體功能整合於單一器件(諸如,Moxi®媒體中心及執 行Windows XP媒體中心版本之PC)中的努力。儘管此等器 件中之每一者對其執行之功能提供一點便利,但每一者缺 乏對大多數媒體之普遍且簡單的存取。另外,常常由於昂 139848.doc 201001177 貴處理及/或本端儲存之需要而使得該等器件經常花費數 百美元來製造。另外,此等現代消費者電子器件通常消耗 大量電力,甚至當間置時亦消耗大量電力,此意謂其隨著 時間而昂貴且浪費能源。舉例而言,若消費者忘記將一器 件切斷或將其切換至不同視訊輸入端,則該器件可能繼續 操作。此外,因為該等器件當中沒有—者為完全解決方 案,所以必須將其與家庭中之其他器件堆疊整合,此仍對 使用者留下鼠窩式線及許多遠端控制。 此外,當許多較新的以網際網路為基礎之器件適當地工 作時,其通常提供更一般形式(與其原本可能可用之形式 相比)之媒體。舉例而言’使視訊經由、網際網路串流之器 件常常僅使視訊材料串流,而不能使常常伴隨卿互動式 「額外計費項目」串流’如視訊之「製作」、遊戲或導; 評論。此係由於以下事實:互動式材料經常係以意欲用: 在本μ處理互動性之特定器件的特定格式而製作。舉例而 HDVD、hD-DVD及藍光光碟中之每—者具有其自身的 特疋互動格式。任何家庭媒 門私+ 件或本端電腦(其可能經 開發以支援所有風行格式)將 .,.. 受疋%度的尖端性 (s〇phlstlcation)及靈活性’ 過於昂貴及複雜。 Hew費者操作而言 使該問題加重,若稍後在將來引 可能不具有支援新格式之硬於“ 貝j本“件 、心更此力,此將意謂消 須購買升級的本端媒體器件。舉 ’ ’ 引入較鬲解析度之視訊或立 ’ 肢視汛(例如’每—隻眼—視 139848.doc 201001177 訊流)’則本端器件可能不具有解碼該視訊之計算能力, 或/、可月b不具有用於以新格式輸出該視訊的硬體(例如, 假疋藉由與遮光眼鏡(shuttered glassess)同步之120 fps視 訊來達成立體視覺’其中將60 fps遞送至每_隻眼,若消 費者之視訊硬體僅可支援60 fps視訊,則此選項在缺乏升 級的硬體購買之情況下將不可用)。201001177 VI. Description of the Invention: [Technical Field of the Invention] The present disclosure is generally in the field of a data processing system that improves the ability of a user to manipulate and access audio and video media. This application is a part of the continuation (CIP) application No. 10/3 15,460, entitled "Apparatus and Method for Wireless Video Gaming", filed on December 10, 2002. The case has been given to the assignee of this CIP application. [Prior Art] Since the days of Thomas Edison, recorded audio and film media have become one aspect of society. In the early 20th century, there were widespread releases of recorded audio media (magnetic columns and records) and movie media (coin-operated jukeboxes and movies), but the two technologies are still in their infancy. In the late 1920s, films and audio were combined on the basis of bestsellers, followed by color films and audio. Radio broadcasts have evolved into broadcast-selling audio media that largely support the form of advertising. When the television (TV) broadcast standard was established in the mid-1940s, television and radio were joined in the form of broadcast-selling media to bring previously recorded or live-lived movies to the home. By the middle of the 20th century, most American households had a phonograph record player for playing recorded audio media, a radio for receiving live broadcasts of broadcast audio, and a broadcast audio for live broadcasts. / Video (A/V) media TV. Of course, these three "media players" (recorders, radios and TVs) group 139848.doc 201001177 S are turned into a "media in the media 2" in a cabinet that shares a common speaker. Although media choices are limited for consumers, the media “ecology=system” is very embarrassing. Most consumers know how to use "media playback" and enjoy the full range of their abilities. At the same time, media publishers φ % ~ and f see jobs and 'and music companies' can distribute their media to both cinemas and families without extensive piracy or "secondary sales:" (ie, Resale of media has been used). Often, publishers do not receive sales, and therefore, secondary sales reduce the revenue that publishers receive for buyers who originally sold their own media. Do = exist in the use of the albums sold during the mid-20th century, but the == will have a big impact on the record publisher, because unlike the movie or view 2 (which is usually viewed by adults - once or only a few times), Music tracks can be listened to hundreds or even thousands of times. Therefore, the music media is far more than the film / : wide: the body "lasting" (that is, for the adult consumer, it has consumers who may like the right consumer to the music, then two: the middle of the century to the present' media ecology The system has experienced a series of fundamental changes for consumers and publishers, as well as a wide range of (especially cassettes with high-quality stereo). In the case of the month, there is indeed a high degree of consumption. The convenience is now. (4) The media practice - the beginning of piracy. Indeed, ^ = 1 is for convenience. The students in the dorms who are going to access each other's album collection will be pirated. In addition, consumers will record J39848.doc 201001177 via radio, instead of buying the album or tape from the publisher. More consumer convenience, because the emblem can now be set to record TV programs, which can be viewed at a later time, and the VCR also led to the establishment of the video rental industry, including movies and TV festivals. Designs can be accessed on a "on-demand" basis. The rapid development of popular home media devices since the mid-1980s has led to unprecedented choice and convenience for consumers, and has led to a rapid expansion of the media publishing market. Today, consumers are faced with multimedia choices and multimedia devices, many of which are tied to a specific form of «or a specific publisher. Congratulations: the body consumer may connect the stack device to each room in the house. A computer that causes a "snake" cable to one or more televisions and/or personal computers (PCs) and a group of remote controls. (In the context of this application, the term "personal computer" is a "PC" Refers to any type of computer suitable for use in a home or office, including a desktop computer, Macintosh® or "his non-Windows computer, WindWinws compatible device, χηχ variant laptop, etc." These devices may include video game consoles, VCRs, DVD players, audio surround sound processors/amplifiers, satellite set-top boxes, cable TV set-top boxes, etc. For enthusiastic consumers, there may be multiple devices with similar functions due to compatibility issues. For example, 'Shafei may have both HD-DVD and Blu-ray DVD players or Mlcrosoft Xbox® Sony Playstation® video game system, 'first two. In fact, due to the incompatibility of some games across several versions of the game console' consumers may have both XBox and later versions (such as Xbox 360®) Frequently, 'consumers are confused about which video 139848.doc 201001177 input and which remote end is used. Even when placing the disc on the correct player (for example, DVD, HD-DVD, Blu-ray, Xbox or Playstation), Consumers still face technical challenges after selecting video and audio inputs for their devices and finding the right remote controls. For example, in the case of a wide-screen DVD, the user may need to first determine the correct aspect ratio (eg, 4:3, full, zoom, wide magnification, cinema wide, etc.) and then on their TV or monitor screen. Set the correct aspect ratio. Similarly, the user may need to first determine the correct audio surround sound system format (e.g., AC-3, Dolby Digital, DTS, etc.) and then set the correct audio surround sound system format. Often, consumers are unaware that they may not have access to the media content of their television or audio system (for example, watching a movie that is squeezed in the wrong aspect ratio, or listening to stereo audio instead of surround sound) . Increasingly, Internet-based media devices have been added to the stack of devices. Audio devices like the Sonos® digital music system stream audio directly from the Internet. Similarly, devices like music players record video and stream it through the home network or via the Internet, where the video can be viewed remotely on the PC. And Internet Protocol Television (IPTV) services provide services similar to eMOT over digital subscriber line (DSL) or other home Internet connections. There have also been recent efforts to integrate multiple media functions into a single device, such as the Moxi® Media Center and the PC running the Windows XP Media Center version. While each of these devices provides a little convenience for the functions they perform, each lacks universal and simple access to most media. In addition, these devices are often costing hundreds of dollars to manufacture, often due to the need for expensive processing and/or local storage. In addition, such modern consumer electronic devices typically consume large amounts of power and consume large amounts of power even when interspersed, which means that they are expensive and waste energy over time. For example, if a consumer forgets to cut a device or switch it to a different video input, the device may continue to operate. In addition, because none of these devices is a complete solution, it must be integrated with other devices in the home, leaving the user with a mouse-line and many remote controls. In addition, when many newer Internet-based devices work properly, they typically provide media in a more general form (compared to the form that would otherwise be available). For example, 'video-based, Internet-based streaming devices often only stream video material, and can't often accompany Qing's interactive "extra billing project" streaming, such as video production, games, or navigation. ; Comments. This is due to the fact that interactive materials are often intended to be used: in the specific format of the particular device in which this μ handles interactivity. For example, each of HDVD, hD-DVD, and Blu-ray Disc has its own special interactive format. Any home media private or local computer (which may be developed to support all popular formats) will be too expensive and complicated to suffer from the singularity (s〇phlstlcation) and flexibility. In the case of Hew's fee operation, this problem is aggravated. If it is later introduced in the future, it may not be more supportive of the new format than the "Beijben" piece, and this will mean that you need to purchase the upgraded local media. Device. The 'end device' may not have the computing power to decode the video, or /, can be ''introduced to the resolution of the video or the stereoscopic view (eg 'every-eye-view 139848.doc 201001177 stream') Month b does not have hardware for outputting the video in a new format (for example, false-twisting achieves stereoscopic vision by 120 fps video synchronized with shuttered glasses), where 60 fps is delivered to each eye, if Consumer video hardware can only support 60 fps video, this option will not be available in the absence of upgraded hardware purchases).

當談及尖端的互動式媒體(尤其是視訊遊戲)時,媒體器 件廢棄及複雜度之問題為一嚴重問題。 Μ 、,現代視遊戲應用基本上劃分成四個主要非可攜式硬體 平台.Sony Playstation® i、2及 3(PS1、PS2,及 PS3);When it comes to cutting-edge interactive media (especially video games), the problem of media device obsolescence and complexity is a serious problem.现代 , , Hyundai video game applications are basically divided into four major non-portable hardware platforms. Sony Playstation® i, 2 and 3 (PS1, PS2, and PS3);

Microsoft Xb〇x(g^Xb〇x 36〇⑧;及 Nintend〇 ⑧及Microsoft Xb〇x (g^Xb〇x 36〇8; and Nintend〇 8 and

Wll Μ,以及以Pc為基礎之遊戲。此等平台中之每一者不 同於其他者,使得經編寫以在一平台上執行之遊戲通常不 會在另一平台上執行。亦可能存在一代器件與下一代器件 之相容性問題。即使大多數軟體遊戲開發者建立獨立於特 定平台而設計之軟體遊戲,為了在特定平台上執行特定遊 戲,亦需要專有軟體層(其經常被稱為「遊戲開發引擎」) 來調適遊戲以在特定平台上使用。每—平台以「控制台」 (亦即附接至TV或監視器/揚聲器之獨立盒子)之形式出 售給消費者或其本身為一 pc。通常,視訊遊戲係在諸如藍 光DVD、DVD_R〇M4CD_R〇M之光學媒體上出售,該光 子媒版3有體現為尖端的即時軟體應用程式之視訊遊戲。 隨者家庭寬頻帶速度增加,視訊遊戲正日益變得可用於下 載。 139848.doc 201001177 由於高階視訊遊戲之即時性及高計算要求而使得達成與 視訊遊戲軟體之平台相容性的特殊性要求極端苛刻。舉例 而言’吾人可能期望自一代視訊遊戲至下一代視訊遊戲 (例如’自 XBox至 XBox 360 ’ 或自 playstati〇n 2 (「ps2」) 至Playstation 3 (「PS3」))的完全遊戲相容性,正如存在 自一PC至具有較快處理單元或核心之另—pc的生產力應 用程式(例如,Microsoft Word)之普遍相容性。然而,對於 視訊遊戲並非為此狀況。因為當發行一代視訊遊戲時,視 訊遊戲製造商通常尋求對於給定價格點之最高可能效能, 所以經常對系統進行動態架構改變,以使得經編寫以用於 前代系統之許多遊戲在稍後一代系統上不工作。舉例而 言,XBox係基於x86系列處理器,而χΒ〇χ 36〇係基於 PowerPC系列。 可利用技術來模擬先前架構,但假定視訊遊戲為即時應 用私式’則在模擬中達成完全相同之行為常常不切實際。 此係對消費者、視訊遊戲控制台製造商及視 : 版商之損失。對於消費者而言,㊣意謂保持將舊的= 成念戲控制台與新的__代視訊遊戲控制台兩者接通至η 以便能夠玩所有遊戲的必要性。對於控制台製造商而兮, 其意謂與新控制台之模擬及較緩慢採用相關聯的成本:且 商而t ’其意謂可能必須發行新遊戲之多個版本 乂便涵蓋所有潛在的消費者_不僅發行用於視訊遊戲 例如,ΧΒ°Χ、Ρ1_—的版本,而且常常發行 ;、、.°定商標之每一版本(例如,PS2及PS3)的版本。兴例 139848.doc -10- 201001177 而言,開發電子藝術「瘋狂橄欖球08」之單獨版本以用於 XBox、XBox 36〇、ps2、pS3、〜__、呢及 平台 以及其他平台。Wll Μ, and Pc-based games. Each of these platforms is different from the others, so that games written to be executed on one platform are typically not executed on another platform. There may also be compatibility issues between a generation of devices and next-generation devices. Even though most software game developers build software games designed to be platform-independent, in order to execute specific games on a particular platform, a proprietary software layer (often referred to as the "game development engine") is needed to adapt the game to Used on specific platforms. Each platform is sold to the consumer in the form of a "console" (i.e., a separate box attached to the TV or monitor/speaker) or itself as a pc. Generally, video games are sold on optical media such as Blu-ray DVD, DVD_R〇M4CD_R〇M, which has a video game embodied as a sophisticated instant software application. As family broadband speeds increase, video games are increasingly becoming available for download. 139848.doc 201001177 Due to the immediacy and high computing requirements of high-end video games, the special requirements for achieving platform compatibility with video game software are extremely demanding. For example, 'we may expect full game compatibility from a generation of video games to next-generation video games (eg 'from XBox to XBox 360' or from playstati〇n 2 ("ps2") to Playstation 3 ("PS3")) Sex, as there is a general compatibility of productivity applications (eg, Microsoft Word) from a PC to another PC with a faster processing unit or core. However, this is not the case for video games. Because when a video game is released, video game manufacturers often seek the highest possible performance for a given price point, so the system is often dynamically architected so that many games written for the previous generation are in the next generation. Not working on the system. For example, XBox is based on the x86 family of processors, while the χΒ〇χ 36 is based on the PowerPC family. Techniques can be used to simulate the previous architecture, but it is often impractical to assume the same behavior in the simulation, assuming that the video game is an instant application. This is a loss to consumers, video game console manufacturers and publishers. For the consumer, it means to keep the old = Chengshang console and the new __ generation video game console connected to η in order to be able to play all the games. For the console manufacturer, it means the cost associated with the simulation and slower adoption of the new console: and the business means that it may have to issue multiple versions of the new game to cover all potential consumption. _ is not only released for video games such as ΧΒ ° Χ, Ρ 1 _ version, and often issued; , . . . version of each version of the trademark (for example, PS2 and PS3). Xing 139848.doc -10- 201001177 For example, develop a separate version of the electronic art "Crazy Rugby 08" for XBox, XBox 36〇, ps2, pS3, ~__, and platform and other platforms.

可攜式器件(諸如,蜂巢式電話及可攜式媒體播放機)亦 對遊戲開發商提出挑戰。日益增加地’該等^件連接至無 線資料網路且能夠下載視訊遊戲。但是,市場中存在具有 多種不同顯示解析度及計算能力的多種蜂巢式電話及媒體 器件。又,因為該等器件通常具有電力消耗、成本及重量 約束,所以其通常缺乏類似圖形處理單元(「GPU」)之高 階圖形加速硬體(諸如,由CAiSanta claraiNviDiA製造 的器件)。因此,遊戲軟體開發商通常開發同時用於許多 不同類型之可攜式器件的給定遊戲標題。使用者可發現: 給定遊戲標題不可用於其特料巢式電話或可攜式媒體播 放機。 在家庭遊戲控制台之狀況下,硬體平台製造商通常向軟 體遊戲開發商索要用於在其平台上發布遊戲之能力的版 稅。蜂巢式電話無線通信公司通常亦向遊戲出版商索要用 於將遊戲下載至蜂巢式電話中之版稅。在pc遊戲之狀況 下,不存在用於發布遊戲所支付之版稅,但由於用於支援 多種pc組態及可能引起的安裝問題的較高消費者服務負擔 而使付遊戲開發商通常面臨高成本。χ,pc通常較少對遊 戲軟體之盜版提出障礙,因為其可由技術上博學之使用者 容易地重新程式化且遊戲可更容易地被盜版且更容易地被 分配⑼如’經由網際網路)。因此’對於軟體遊戲開發商 139848.doc 201001177 而s,在遊戲控制台、蜂巢式電話及PC上發現存在成本及 不利之處。 對於控制台及PC軟體之遊戲出版商而言,成本不止於 此。為了經由零售通道分配遊戲,出版商向零售商索要低 於出售價格之批發價格以使零售商具有利潤率。出版商通 常亦必須支付製造及分配保存遊戲之實體媒體的成本。零 售商經常亦向出版商索要Γ價格保護費」以涵蓋可能的意 外費用(諸如,遊戲售不出,或遊戲之價格降低,或零售 商必須退還部分或所有批發價格及/或自購買者收回遊 戲)。另外,零售商通常亦向出版商索要用於幫助在廣告 傳單中銷售遊戲之費用。此外,零售商日益增加地自已完 成遊戲之使用者購買回遊戲,且接著將該等遊戲以已使用 之遊戲出售,通常不與遊戲出版商分享已使用遊戲之收 入。以下事實添加施加於遊戲出版商之成本負擔:遊戲常 丰被、’二由網際網路盜版及分配以供使用者下載及進行免費 複製。 著網際網路寬頻帶速度增加且寬頻帶連接性在美國及 全世界變得更廣泛(特定言之,至家庭及至租賃連接網際 網路之PC的「網咖」),遊戲日益增加地被經由下載而分 配至PC或控制台。又’寬頻帶連接日益增加地用於玩多人 及大夕人線上遊戲(該兩者在本揭示案中藉由首字母縮 寫3「MMOG」來指稱)。此等改變減輕了與零售分配相 關聯之一些成本及問題。下載線上遊戲解決了遊戲出版商 之一些不利之處’因為分配成本通常較小且存在較少或不 139848.doc 12· 201001177 存在未出售媒體之成本。但已下載的遊戲仍經受盜版,且 大】(大小常常為許多個十億位元組)而使发 :費非常長之時間來下載。另外,多個遊戲可填滿::: 機’諸如連同可攜式電腦一起或連同視訊遊戲控制台—起 出0之彼等磁碟機。然而,就遊戲或MMQG需要線上連接 以使得遊戲可玩之程度而言,盜版問題得以減輕,因= 常需要使用者具有有效的使用者帳戶。不同於可藉由相 拍攝顯示螢幕之視訊或藉由麥克風記錄來自揚聲器之 ^复製的線性媒體(例如,視訊及音樂),每—視訊遊: ,係唯—的’且不可使用簡單視訊/音訊記錄來複製。因 上甚至在未強力執行版權法且盜版倡獗的區域中,亦可 保相MOG免於被盜版且因此可支援商業。舉例而言,已 :功地部署Vivendi SA之「魔獸世界」觀⑽,而:全世 ilb未'=金版。且許多線上或MM〇G遊戲(諸如,Linden 二之「第二人生」MM〇G)經由建置於遊戲中之經濟模型 =生遊戲運營商的收入,其中資產可使用線上工具而帶 A 出售且甚至建立。-τ/± 建 ®此,可使用除習知胃 或汀用之外的機制來為線上遊戲之使用付費。 ::管由於線上或MMOG之性質而使得常常可減輕盜版, ^上每戲運營商仍面臨其餘挑戰。許多遊戲需要大量的 二亦即’家庭内)處理資源以供線上或職⑽適當地工 。义使用者具有低效能之本端電腦(例如,不具有咖 :電腦’諸如低端膝上型電腦)’則其可能不能夠玩該遊 另外,隨著遊戲控制台老化,其遠落後於目前技術狀 139848.doc -13 201001177 態且可能不能夠處理更高階之遊戲。即使假定使用者之本 端pc能夠處理遊戲之計算 ^… 求'常亦存在安襞複雜度。 了肊存在驅動器不相容性(例如, ^ ^ ^ ^ , 右下載新逛戲,則可能 形驅動器,其致使依賴於舊版本圖形驅動 … 遊戲不可操作h隨著下载更多遊戲, :制。可能用完本端磁碟空間。當發現缺 對遊戲進行了修改(例如,若 设了次右 太難玩或太容易玩),複雜遊戲、^/务現遊戲之級別 戲開發商接收下載之〜間推移而自遊 新…/ : (patch)。此等修補程式需要 並非所有使用者完成所有修補程式之下 空間消耗問題。載之^紅式引入其他相容性或磁碟 二在:戲播放期間’可能需要大資料下載以將圖形或 仃為貝訊提供至本端叫控制台。舉例而言,若使用 入_〇中之一房間中’且遭遇由 使用者之本端機器上不可用之行 U具有在 下載彼場景或人物之資料〃 ‘m人物’則必須 … 之貝科。若網際網路連接不狗快,則此 可導致玩遊戲期間的實f延遲。此外1 旦= 增要超過本端PC或控制台之儲存空間或計算能力= 在遊广’則其可產生—情形:其中使用者不可 在:戲中繼績,或必須以品質降低之圖形繼續。因此,l 常常限制其儲存及/或計算複雜度要求: 二外’其常常限制遊戲期間之資料傳送的量。 MOG遊戲亦可使可玩遊戲之使用者之市場變窄。、 139848.doc • 14- 201001177 卜技術上博學之使用者日益增加地反向工程設計遊 戲之本碥複本且修改遊戲以使得其可作弊。作弊可能與進 圩比用人力可能的速度快的重複按鈕按壓(例如,以便非 ㊉快速地射擊)—般簡單。在支援遊戲中資產交易之遊戲 ^,作弊可達到導致欺騙性交易涉及具有實際經濟價值之 貝產的欺詐程度。當線上或MMOG經濟模型係基於該等資 產交易時,此可導致對遊戲運營商之實質有害後果。 ^開电新遊戲之成本隨著pc及控制台能夠製作愈加尖端的 “戲(例如,具有更逼真之圖形(諸如,即時光線追蹤),及 更逼真之行為(諸如,即時物理學仿真))而增長。在視訊遊 戲業之早期,視訊遊戲開發係與應用程式軟體開發非常類 似之過程;亦即,大多數開發成本係在軟體之開發中(與 圖开:θ汛及行為要素或「資產」之開發相對比),諸如 :1開^以用於具有廣泛特殊效果之電影的彼等軟體開 發。現今,許多尖端的視訊遊戲開發努力比軟體開發更類 =於富有特殊效果之電影開發。舉例而言’許多視訊遊戲 =共3姆界之仿真,且產生日益真實(亦即,看似與攝影 攝的活人動作影像—般逼真的電腦圖形)的人物、道具 及環境。照片般逼真的遊戲開發之最具挑戰方面中之—者 為建立不能區別於活人動作人面的電腦產生之人面。 ^獲技術(諸如’由CA^an ^心〇之_開發的 :~真實性俘獲系統)俘獲表演者之面部之精確幾何 形狀亚在表演者處於運動中時以高解析度㈣❹ 部之精確幾何形狀。此技術允許在%或遊戲控制台、 I39848.doc -15· 201001177 3 D面部’該3 D面部實際上不能區別於所俘獲的活人動作 面部。精確地俘獲及再現「照片般逼真的」人面在若干方 面有用。首先’高度可辨識之名人或運動員常常用於視訊 遊戲中(常常以高成本雇用),且不完美性可能對於使用者 而言顯而易見’從而使檢視體驗分心或令人不愉快。經常 地,需要高度細節來達成高度照片般逼真感-潛在地需要 再現大量多邊形及高解析度紋理(在多邊形及/或紋理在圖 框接圖框基礎上隨著面部移動而改變之情況下)。 當具有洋細紋理之高多邊形計數場景快速改變時,支援 遊戲之pc或遊戲控制台可能不具有足夠的RAM來儲存用 於遊戲片段中所產生的所需數目之動晝圖框的足夠多邊形 及紋理資料。另外’通f可詩pc或遊戲控制台上之單一 光碟機或單-磁碟機通常比尺趙緩慢得多,且通常不可跟 上GPU在再現多邊形及紋理中可接受的最大資料速率。合 前遊戲通常將大多數多邊形及紋理載人至ram中,此音; 給定場景在複雜度及持續時間上很大程度上受RAM之;量 限制。在(例如)面部動書,〗作 一衣作之狀況下,此可能將PC或遊 戲控制台限制於並無真實感 可在遊戲暫停iL载人用^或限制於僅 一,‘, 更多圖框之多邊形及紋理(及1 他貨料)之前在有限數目夕岡士在丨 八 部。 數目之圖框中製作成動晝的真實感面 當PC或控制台顯示類似於「正在載入 進程條跨越螢幕緩慢地移動由現今的複雜丄/心時觀看 者公認為内在缺點。下― 遊戲之使用 下们%景自磁碟(除非另外有條 139848.doc -16 - 201001177 件’否則本文中之「诚虛 , 碟」心代非揮發性光學媒體或磁性 媒體,以及諸如半導辦「紐 導體决閃」記憶體之非磁碟媒體)載 入時之延遲可花費若千 或甚至若干分鐘。此浪費時間且 可月巨使遊戲玩家相當受挫。如先前所論述,大量或所有延 遲可能係由於來自磁磾之吝.喜 碟之夕邊形、紋理或其他資料之載入 時間’但亦可能係以下狀況:當pc或控制台中之處判及/ 或咖準制於場景之資料時,花費一部分載入時間。舉 例而5 ’央式足球視祝游々 視^遊戲可允許玩家在大量玩家、小 =、運動場及天氣條件#中選擇。因此,取決於選擇何特 疋組合’可能需要用於場景之不同多邊形、紋理及其他資 料(統稱「物件」)(例如, 、 采及r亲、古在其制服上具有不同色 心及圖案)。有可能列舉各種排列中之許多 前預先計算物件中之斗少i 有者且k …争多或所有者並將物件儲存於用於儲 存遊戲之磁碟上。作县,萁祕 '者 需之儲目大,相有物件所 ί:之料1可选過大以致不能安裝在磁碟上(或太不切實 際以致不能下载)。因此,現存^及控制 1 給定場景之複雜度與播放持續時間兩者上受約束且=2 雜場景遭受長載入時間。 、;复 先前技術視訊遊戲系統及應用程式軟體 限制在於:其曰益增加地使用(例如)3D物件之二= (諸如,多邊形及紋理),該等大資 大貝枓庫 :―處理。如上所述,; =儲存於 =上時,該„„以費長時㈣ '.'、m料庫係料於遠端位置且經由_㈣來存 139848.d〇( 201001177 取,則載入時間通常嚴重得多。在此種情形下, 料庫可能花費幾分鐘、幾小時或甚至幾天。另夕卜 =常產生大量費用㈣,用於遊戲、電影或歷史記 太中的坪細的高有桅帆船之3D模型)且意欲用於销售給 :端:端使用者。然而,-旦資料庫被下載至本端使用 二:就有被盜版之風險。在許多狀況下,使用者僅出於 估计貧料庫以查看其是否適合使用者之需要(例如,當使 ^執行特定移動時,用於遊戲人物之奶職是否具有滿 思的外觀或外表)的目的而希望下載資料庫。對於在決定 進行購買之前估計3D資料庫之使用者而言,長載人時間可 能係一阻礙。 〜類似問題在MMOG(特定言之,如允許使用者利用日益 定製化人物之遊戲)中出現。對於顯示人物之pc或遊戲控 制台’其需要能夠存取具有30幾何形狀(多邊形、紋理等) 以及彼人物之行為(例如人物具有盾牌,則盾牌是否 足夠強以使矛偏轉)的資料庫。通常,當mm〇g* —使用 者初次玩時,用於人物之大量資料庫在遊戲之初始複本下 已,’二可用,遊戲之初始複本在本端在遊戲光碟上可用或經 下载至磁碟。但是,隨著遊戲進展,若使用者遭遇資料庫 在本端不可用之人物或物件(例如,若另一使用者已建立 一定製人物)’則在可顯示彼人物或物件之前,必須下載 其資料庫。此可導致遊戲之實質延遲。 給定視訊遊戲之尖端性及複雜度,則在先前技術視訊遊 戲铨制台情況下對視訊遊戲開發商及出版商之另一挑戰在 139848.doc •18· 201001177 於:開發視訊遊戲經常花費2年? 3玍,士士 士 Α 牛主3年,成本在數千萬美 元。假定新視訊遊戲控制台平台係以大致每隔五年一次之 速率引入’則遊戲開發商需要在新遊戲控制台發行之前的 數年開始彼等遊戲之開發工作,以债卢媒> π 以便在發行新平台時使視 訊遊戲同時可用。來自競爭性制坪亦十>1 ^ 双卞f生I&商之若干個控制台有時 大約同時發行(例如,彼此在—年或兩年内),但尚待分曉 的係每-控制台之風行性(例如,哪個控制台將產生最大 視訊遊戲軟體銷售)。舉例而+ 牛1』而5 ,在近來的控制台循環 中,Microsoft XBox 360、s〇ny ㈣灿⑽ 3及咖_ 獨 預定為在大約相同的-般時間框引入。但在該等引入之前 的數年中,遊戲開發商實質上必須「壓注」哪些控制台平 台將比其他者更成功,且相應地投入其開發資源。電影製 作公司亦必須在電影發行之前彳艮异日本門盆μ * 引很長日守間基於其估計可能成 功之電影而分攤其有限的製作咨 一 〜作H給定視訊遊戲所需之 ί. 投貢之增長程度,則遊戲製作愈加變得類似電影製作,且 遊戲製作公司常規上基於其對特定視訊遊戲之將來成功的 估什而投人其製作資源。但是,丨同於電影公司,此壓注 並非僅基於製作本身之成功;實愔 甘& & h為,其依據於遊戲意欲 在其上執行之遊戲控制台的成功。同時在多個控制台上發 订遊戲可減輕風險’但此額外努力增加成本,且經常延遲 遊戲之實際發行。 pc上之制程絲體及制切境正變得更為計算上密 集、動態及互動,不僅使其在視覺上更吸引使用者,而且 使其更有用及直觀。舉例而言,新I— %«乍業系 139848.doc •19· 201001177 統與Macintosh®作業系統之相繼版本兩者併有視覺動晝效 應。高階圖形工具(諸如,來自Auto desk公司之MayaTM)提 供非常尖端之3D再現及動畫製作能力(其推動了目前技術 狀態的CPU及GPU之限制)。然而,此等新工具之計算要求 對於該等產品之使用者及軟體開發商而言產生許多實際問 題。 因為作業系統(OS)之視覺顯示必須在多種電腦(包括不 再出售但仍可隨著新OS而升級之前代電腦)上工作,OS圖 形要求在很大程度上受os意欲用於之電腦(其通常包括不 包括GPU之電腦)的最少共同點限制。此嚴重地限制OS之 圖形能力。此外,電池供電之可攜式電腦(例如,膝上型 電腦)限制視覺顯示能力,因為CPU或GPU中之高計算活動 通常導致較南電力;肖耗及較短電池哥命。可攜式電腦通常 包括在不利用處理器時自動地減低處理器活動性以降低電 力消耗的軟體。在一些電腦型號中,使用者可手動地減低 處理器活動性。舉例而言,Sony之VGN-SZ280P膝上型電 腦含有在一側上標記為「Stamina」(用於低效能,更長電 池壽命)且另一側上標記為「Speed」(用於高效能,較短電 池壽命)之交換器。在可攜式電腦上執行之OS必須能夠即 使在電腦以其峰值效能能力之一分率執行的情況下亦可用 地起作用。因此,OS圖形效能常常保持為遠低於目前技術 狀態的可用計算能力。 經常出售高端的計算上密集之應用程式(如Maya),期望 該等應用程式將用於高效能PC上。此通常產生高得多的效 139848.doc -20- 201001177 月匕,及更昂貴且可攜性較差、最少共同點之要求。因此, 該等應用程式具有比通用0S(或通用生產力應用程式,類 似Microsoft 〇ffice)有限得多的目標受眾且通常以比通用 OS軟體或通用應用程式軟體低得多的量出售。潛在的受眾 進一步受限制,因為預期的使用者時常難以提前試用=等 什异上密集之應用程式。舉例而言,假設學生希望瞭解如 何使用Maya或已經知道該等應用程式之潛在購買者在購買Portable devices such as cellular phones and portable media players also challenge game developers. Increasingly, these devices are connected to the wireless data network and are capable of downloading video games. However, there are a variety of cellular phones and media devices in the market that have many different display resolutions and computing capabilities. Also, because such devices typically have power consumption, cost, and weight constraints, they typically lack high-level graphics acceleration hardware like a graphics processing unit ("GPU") (such as those manufactured by CAiSanta clarai NviDiA). Therefore, game software developers typically develop a given game title that is used for many different types of portable devices. The user can find that: The given game title is not available for its special nested phone or portable media player. In the case of a home game console, hardware platform manufacturers typically ask software game developers for a version of the tax on their ability to publish games on their platform. Honeycomb telephony wireless communication companies often also ask game publishers for royalties to download games to cellular phones. In the case of pc games, there is no royalties paid for publishing games, but due to the high consumer service burden for supporting multiple PC configurations and possible installation problems, game developers often face high costs. . Oh, pcs often have fewer barriers to piracy of game software because they can be easily reprogrammed by technically savvy users and games can be more easily pirated and more easily distributed (9) as 'via the Internet') . Therefore, for software game developers 139848.doc 201001177 and s, there are costs and disadvantages found in game consoles, cellular phones and PCs. For game publishers of consoles and PC software, the cost is not limited to this. In order to distribute the game via the retail channel, the publisher asks the retailer for a wholesale price that is lower than the sale price to give the retailer a profit margin. Publishers must also pay for the cost of manufacturing and distributing physical media for the game. Retailers often ask publishers for price protection fees to cover possible incidental expenses (such as games not being sold, or the price of the game is reduced, or the retailer must refund some or all of the wholesale price and/or recover from the purchaser) game). In addition, retailers often ask publishers for help in selling games in advertising flyers. In addition, retailers are increasingly purchasing back games from users who have completed the game, and then the games are sold as used games, and the revenue of the used games is typically not shared with the game publisher. The following facts add to the cost burden imposed on game publishers: the game is constantly being hacked, and the Internet is pirated and distributed for users to download and make free copies. The Internet broadband speed is increasing and broadband connectivity is becoming more widespread in the United States and around the world (specifically, to the home and to the "Internet cafes" that lease PCs connected to the Internet), games are increasingly being Download and assign to a PC or console. Moreover, the wideband connection is increasingly used to play multiplayer and big eve online games (both of which are referred to in this disclosure by the acronym 3 "MMOG"). These changes mitigate some of the costs and issues associated with retail distribution. Downloading online games solves some of the disadvantages of game publishers' because distribution costs are usually small and there are fewer or no 139848.doc 12· 201001177 There is a cost of unsold media. But the downloaded games are still subject to piracy, and large (often a lot of billions of bytes) and sent: very long time to download. In addition, a plurality of games may be filled with::: a drive such as a portable computer or a video game console. However, insofar as the game or MMQG requires an online connection to make the game playable, the piracy problem is alleviated because the user is often required to have a valid user account. It is different from linear video (such as video and music) that can be recorded by the camera or by recording the microphone from the speaker. Each video tour is simple and cannot be used for simple video/ Audio recording to copy. MOG is also protected from piracy and therefore supports commerce in areas where copyright law is not enforced and piracy is promoted. For example, it has been: deploying Vivendi SA's "World of Warcraft" view (10), and: the whole world ilb is not '= gold version. And many online or MM〇G games (such as Linden II's "Second Life" MM〇G) through the economic model built into the game = income of the game operator, where assets can be sold with online tools with A And even established. -τ/± Build ® This allows you to pay for the use of online games using a mechanism other than the customary stomach or ting. :: Due to the nature of online or MMOG, piracy is often mitigated, and every operator is still facing the remaining challenges. Many games require a large amount of two, ie, “in-home” processing resources for proper work on the line or at the job (10). A user with a low-performance local computer (for example, no coffee: a computer such as a low-end laptop) may not be able to play the game. In addition, as the game console ages, it is far behind the current Technical status 139848.doc -13 201001177 State and may not be able to handle higher order games. Even assuming that the user's local PC can handle the calculation of the game ^... Seeking 'there is often an ampoule complexity.肊 There is a drive incompatibility (for example, ^ ^ ^ ^ , right download new game, then it may shape the drive, which makes it dependent on the old version of the graphics driver... the game is not operational h with the download more games, : system. May use up the local disk space. When it is found that the game has been modified (for example, if it is too difficult to play or too easy to play), the level game developer of the complex game, ^/Current game receives the download. ~ Move away from the new.../ : (patch). These patches require not all users to complete the space consumption problem under all patches. The red version introduces other compatibility or disk two: play During playback, 'large data download may be required to provide graphics or 贝 for Beixun to the local console. For example, if you use one of the rooms in the _ ', and the user is not available on the local machine U line has the information to download the scene or character 〃 'm character' must be... Beca. If the Internet connection is not fast, this can lead to real f delay during game play. In addition 1 Increase more than the local PC Or the console's storage space or computing power = it can be generated in the game's situation - the situation: the user can not: play the performance, or must continue with the quality of the graphics. Therefore, l often limit its storage and / Or computational complexity requirements: Second, 'it often limits the amount of data transfer during the game. MOG games can also narrow the market for users of playable games., 139848.doc • 14- 201001177 Increasingly reverse the engineering of the game's original copy and modify the game to make it cheating. Cheating may be more like repeating button presses that are faster than humans (for example, so that you can shoot quickly) Simple. In games that support asset trading in games^, cheating can lead to fraudulent transactions involving fraudulent transactions involving real estates. When online or MMOG economic models are based on such asset transactions, this can lead to the game. The actual harmful consequences of the operator. ^ The cost of starting a new game with PC and console can make more sophisticated "plays (for example, more aggressive The growth of graphics (such as instant ray tracing) and more realistic behaviors (such as real-time physics simulation). In the early days of the video game industry, video game development was very similar to the development of application software; Most development costs are in the development of software (as opposed to the development of θ汛 and behavioral elements or “assets”), such as: 1 open for their software development for films with a wide range of special effects. Today, many cutting-edge video game development efforts are more like software development than software development. For example, 'many video games = a total of 3 simulations, and produce increasingly real (that is, seemingly The characters, props and environment of the camera-like live action image-like computer graphics. The most challenging aspect of photo-realistic game development is the creation of a computer that cannot be distinguished from the human action. Human face. ^ Obtained techniques (such as 'developed by CA^an ^ 〇 〇: ~ authenticity capture system) capture the precise geometric shape of the performer's face with high resolution (four) 精确 precise geometry when the performer is in motion shape. This technique allows the 3D face in the % or game console, I39848.doc -15· 201001177 3 D face to be virtually indistinguishable from the captured live action face. Accurately capturing and reproducing "photo-realistic" faces is useful in several ways. First, 'highly recognizable celebrities or athletes are often used in video games (often employed at high cost), and imperfections may be obvious to the user', making the viewing experience distracting or unpleasant. Often, high levels of detail are required to achieve a high degree of photorealistic sensibility - potentially the need to reproduce a large number of polygons and high resolution textures (in the case where polygons and/or textures change with the movement of the face on the basis of the frame) . When a high polygon count scene with a fine texture is rapidly changing, the game-enabled pc or game console may not have enough RAM to store enough polygons for the desired number of frames generated in the game segment and Texture data. In addition, a single disc drive or a single-disc drive on a game board or a game console is usually much slower than a ruler, and usually cannot keep up with the maximum data rate that the GPU can accept in reproducing polygons and textures. The pre-game usually carries most of the polygons and textures into the ram, which is largely limited by the amount of RAM and the amount of time given. In the case of, for example, a face-to-face book, this may limit the PC or the game console to no realism, and may suspend the iL in the game or limit it to only one, ', more The polygons and textures of the frame (and 1 of his stock) were preceded by a limited number of eves in the eight. The number of frames is made into a realistic face when the PC or console displays something like "Loading progress bar across the screen slowly moving by the current complex 丄/心 when the viewer is recognized as an inherent disadvantage. Next - Game The use of the % view from the disk (unless there is another article 139848.doc -16 - 201001177 pieces) otherwise in this article "Hone, disk" heart non-volatile optical media or magnetic media, and such as the semi-guided " The delay in loading of a new conductor can be a thousand or even a few minutes. This is a waste of time and can make the game players quite frustrated. As discussed earlier, a large or all delay may be due to the loading time of the 边 之 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 纹理 ' ' ' ' ' ' ' ' ' ' ' ' ' ' / or when the coffee is used in the scene, it takes a part of the loading time. For example, a 5'-style soccer game will be allowed to watch the game. The game allows players to choose among a large number of players, small =, sports field and weather conditions #. Therefore, depending on the choice of the Heteron combination, it may be necessary to use different polygons, textures and other materials (collectively referred to as "objects") for the scene (for example, , and with the pro, the ancients have different color centers and patterns on their uniforms) . It is possible to enumerate many of the various permutations of the pre-computed objects and to compose the objects on the disk for storing the game. Counting the county, the secret is 'there is a large storage, and there are objects. ί: Material 1 can be too large to be installed on the disk (or too unrealistic to download). Therefore, the complexity and playback duration of the existing scene and control 1 are constrained and the =2 scene suffers from long load times. The prior art video game system and application software are limited in that they are used with increased benefits (for example, 2D objects) = (such as polygons and textures), and such large capitals: "Processing." As mentioned above, ; = stored in =, the „„ long time (four) '.', m library is at the remote location and via _ (four) to save 139848.d〇 (201001177 take, then load The time is usually much more severe. In this case, the library may take a few minutes, hours or even days. In addition, it often generates a lot of expenses (four), used for games, movies or historical records. High 3D model of sailing ship) and intended for sale to: end: end user. However, once the database is downloaded to the local end, there is a risk of being pirated. In many cases, the user only wants to estimate the suitability of the user for the user's needs (for example, when the ^ is performed to perform a specific move, whether the milk position for the game character has a thoughtful appearance or appearance) For the purpose and hope to download the database. Long-term man time can be a hindrance to users who estimate the 3D database before deciding to make a purchase. ~ Similar issues arise in MMOG (specifically, games that allow users to take advantage of increasingly customized characters). For a pc that displays a character or a game console, it needs to be able to access a library of 30 geometries (polygons, textures, etc.) and the behavior of the character (eg, if the character has a shield, then the shield is strong enough to deflect the spear). Usually, when mm〇g*—the first time the user plays, the large database for the character is already in the initial copy of the game, 'two available, the initial copy of the game is available on the game disc or downloaded to the magnetic on the local end. dish. However, as the game progresses, if the user encounters a person or object that the database is not available at the local end (for example, if another user has created a custom character), then the user or object must be downloaded before the person or object can be displayed. database. This can result in a substantial delay in the game. Given the sophistication and complexity of video games, another challenge for video game developers and publishers in the case of prior art video game consoles is at 139848.doc •18· 201001177 at: Developing video games often costs 2 year? 3玍, 士士士 Α The owner of the cattle for 3 years, the cost is tens of millions of dollars. Assume that the new video game console platform is introduced at a rate almost every five years. 'The game developers need to start the development of their games in the years before the new game console is released, to the debts of the media> π Make video games available at the same time when a new platform is released. Several consoles from the competitive ping-pong 1 & _ 1 ^ double-five I& quotient are sometimes issued at about the same time (for example, within - or two years of each other), but the system yet to be distinguished The popularity (for example, which console will produce the largest video game software sales). For example, + Niu 1 and 5, in the recent console loop, Microsoft XBox 360, s〇ny (4) Chan (10) 3 and coffee _ are scheduled to be introduced in about the same general time box. But in the years leading up to these introductions, game developers must essentially “press” which console platforms will be more successful than others and invest their development resources accordingly. The film production company must also be different from the Japanese door basin before the film is released. The long-term squad will share its limited production consultations based on its estimated possible success. As the degree of tribute increases, game production becomes more and more similar to film production, and game production companies routinely invest in their production resources based on their assessment of the future success of a particular video game. However, unlike the film company, this bet is not based solely on the success of the production itself; it is based on the success of the game console on which the game is intended to execute. Simultaneously distributing games on multiple consoles can reduce risk', but this extra effort increases costs and often delays the actual release of the game. The process of threading and cutting on the pc is becoming more computationally intensive, dynamic and interactive, not only making it more visually appealing to the user, but also making it more useful and intuitive. For example, the new I-%«乍 139848.doc •19· 201001177 system and the successive versions of the Macintosh® operating system have both visual effects. High-end graphical tools, such as MayaTM from Auto desk, provide very sophisticated 3D rendering and animation capabilities that push the limits of current state of the art CPU and GPU. However, the calculation requirements for these new tools create many practical problems for users and software developers of such products. Because the visual display of the operating system (OS) must work on a variety of computers (including those that are no longer sold but can still be upgraded with the new OS), the OS graphics requirements are largely influenced by the computer that os intends to use ( It usually includes the least common point limitation of computers that do not include GPUs. This severely limits the graphics capabilities of the OS. In addition, battery-powered portable computers (e.g., laptops) limit visual display capabilities because of the high computational activity in the CPU or GPU that typically results in lesser power; less power consumption and shorter battery life. Portable computers typically include software that automatically reduces processor activity to reduce power consumption when the processor is not being utilized. In some computer models, the user can manually reduce processor activity. For example, Sony's VGN-SZ280P laptop has a side labeled "Stamina" on one side (for low performance, longer battery life) and the other side is labeled "Speed" (for high performance, Switch for shorter battery life). An OS executing on a portable computer must be able to function even when the computer is executed at one of its peak performance capabilities. As a result, OS graphics performance often remains available at much lower computing power than current state of the art. High-end, computationally intensive applications such as Maya are often sold, and it is expected that such applications will be used on high-performance PCs. This usually results in much higher efficiency, and is more expensive and less portable, with the least commonality required. As a result, these applications have a much lower target audience than Universal OS (or Universal Productivity Applications, similar to Microsoft 〇ffice) and are typically sold in much lower quantities than generic OS software or general purpose application software. Potential audiences are further limited because it is often difficult for prospective users to try out = insidious applications in advance. For example, suppose students want to know how to use Maya or know that potential buyers of such apps are buying

中希望在進行投資之前試賴aya(此可能涉及亦購買能夠 執行Maya之高端電腦)。當學生或潛在購買者可下載 之演示版本或得到Maya演示版本之實體媒體複本時,若其 缺乏能夠執行Maya至其全部潛能(例如,處理複雜扣場景) 之電腦’則其將不能夠進行產品之全方位評估。此實質上 限制該等高端應用程式之受眾。#亦使出售價格變高,、因 為開發成本通常經由比通用應用程式之購買次數小得多之 購買次數而清償。 高價應用程式亦對使用應用程式軟體之盜版複本之個體 及商業產生更多刺激。因此’高端應用程式軟體遭受倡派 盜版’儘管該軟體之出版商進行了大量努力來藉由各種技 :減輕該盜版。但是’甚至當使用盜版的高端應用程式 2制者亦不可能排除投資昂貴的目前技術狀態的%來 仃益版複本之需要。因此,儘管使用者可以軟體應用程 ^之實際零售價格之—分率獲得軟體應用程式之使用,但 金版軟體之使用者仍需要購買或獲得昂貴的PC,以便完全 利用該應用程式。 B9848.doc -21 - 201001177 此對於高效能盜版視訊遊戲之使用者同樣成立。儘管盜 版者可以遊戲之實際價格之一分率得到遊戲,但其仍需要 購買適當地玩遊戲所需的昂貴計算硬體(例如,GPU_增強 型PC ’或類似ΧΒox 360之高端視訊遊戲控制台)^假定視 訊遊戲通常為消費者之娛樂,則用於高端視訊遊戲系統之 額外成本可為過於昂貴的。此情形在當前工人之平均年收 入相當低(相對於美國之當前工人平均年收入)的國家(例 如,中國)中更糟。因此,小得多的百分比之人口擁有高 端視訊遊戲系統或高端PC。在該等國家中,使用者可支付 費用以使用連接至網際網路之電腦的「網咖」相當普遍。 經常地,該等網咖具有不具有高效能特徵(諸如,原本可 使玩家能夠玩計算上密集之視訊遊戲的GPU)的較舊型號 或低端PC。此為在低端!^上執行之遊戲成功的關鍵因素 如,Vivendi之「魔獸世界」,其在中國高度成功,且通 常係「在中國的網„加中玩)。才目比之下’言十算上密集之遊戲 (如「第二人生」)更不可能在安裝於中國網咖中之PC上 玩。該等遊戲實際上達不到僅能夠存取網咖中之低效能% 的使用者。 ―對於考慮購買視訊遊戲且首先願意藉由經由網際網路 Μ下載至其家庭而試用遊戲之示範版本的使用者亦存 ㈣。視訊遊戲演示常常為遊戲之全能版本,其中—些 徵停用’或對遊戲播放之量施加限制。此可能涉及在可 遊戲女裝於PC或控制台上且在%或控制台上執行之前 載數十億位70組之資料的長過程(可能幾個小時)。在Pc 139848.doc -22- 201001177 •狀/兄下,其亦可能涉及算出遊戲需要哪些特殊驅動器(例 •如,此⑽X或〇PenGL驅動器),下載正確的版本,安裝正 ‘確的版本’及接著判定PC是否能夠播放該遊戲。此後者步 驟可能涉及判定PC是否具有足夠的處理(cpu及Gpu)能 力、足夠的RAM及相容的丨上 旳(例如,一些遊戲在Windows XP上執行而不在Vista上執行)。lL ,, _ 凡仃)因此,在試圖執行視訊遊 戲演示之長過程之後,你用去_ I w 便用者可能發現視訊遊戲演示不可 C;能玩(給定使用者之PC組態)。更糟地,-旦使用者已下載 新驅動器以便嘗試該演示,此等驅動器版本就可能與使用 者在PC上習慣使用的其他遊戲或應用程式不相容,因此, 演示之安裝可致使先前可操作的遊戲或應用程式不能操 作。此等障礙不僅使使用者受挫,而且其對視訊遊戲軟體 出版商及視訊遊戲開發㈣售其遊戲產生障礙。 導致不具經濟效益之另一問題與以下事實有關:給定pc 或遊戲控制台通常經設計以適應對應用程式及/或遊戲的 (特定程度之效能…舉例而言’一㈣具有或多或少之 RAM、較緩慢或較快之cpu及較緩慢或較快之Gp叫若其 2有咖)。—些遊戲或應用程式利用給定P C或控制台之 全計算能力,而一些遊戲或應用程式卻不利用給定PC或控 制台之全計算能力。若使用者之遊戲或應用程式之選擇未 達到本端PC或控制台之峰值效能能力,則使用者可能由於 未利用之特徵而在PC或控制台上浪費了財力。在控制台之 狀况下’控制台製造商可能支付地比資助控制台成本所要 139848.doc -23· 201001177 ,在於視訊遊戲之銷t及享受中的另—問題涉及在使用 者貫施購買遊戲之前允許使用者觀看他人玩遊戲。存在用 以在稍後時間重放的若干先前技術方法。 ° 、國專利第5,558,339號教示了在「遊放 期間將遊戲狀態資訊(包括 」 戲用戶端電靶動作)記錄於視訊遊 可在稍後時間使用以在Γ 擁有)中。此狀態資訊 控制台)上重^此戈所視;^遊戲用戶端電腦(例如,Μ 在於:對於檢視已記錄之遊戲=者此=顯著缺點 能夠播放該遊戲之視^ 吏用者必須具有 r… *戲用戶端電腦且必須具有在彼電 7執灯之視訊遊戲應用程式,以使 戲狀態時遊戲播放係等_。 放已5己錄之遊 式必須係以在已記錚之_ /此之外’視訊遊戲應用程 -的執仃差異的此種方式編寫。 不畀在了 對於畔夕°顿圖形大體係在圖框接圖框基礎上計曾。 對於許多遊戲,取決 θ 足上彳斤 執行之其他延遲(例如=特:複雜或是否存在減緩 行,以致自遊戲應用程式奪走CPU循=過程可能正在執 能花費比一円士厂士 ' 衣)’遊戲邏輯有時可 -化費比圖框時間短或比一圖框時間 下―個圖框而顯示之圖形。在此種遊戲中,二H广為 間稍少之時間(例如,彡幾個cpu日 ^圖框時 值」圖框最終可出現。當使用士全柏门以)计异的「臨限 次計算彼同-場景時,可能容二二::態資訊再 cp亀循環之時間(例如,若内=二框時間多幾個 u匯流排稍微與外部 139848.doc -24- 201001177 dram匯流排不同相,且即 ^ 便不存在來自自遊戲處理奪走 數耄秒CPU時間之另一過程的I hope to try aya before investing (this may involve buying a high-end computer that can execute Maya). When a student or potential purchaser can download a demo version or receive a physical media copy of the Maya demo version, if it lacks a computer capable of performing Maya to its full potential (for example, handling complex buckle scenarios), it will not be able to make the product. Comprehensive evaluation. This essentially limits the audience for these high-end applications. #Also makes the selling price higher, as development costs are usually paid off through purchases that are much smaller than the number of purchases by the generic application. High-priced apps also generate more incentives for individuals and businesses that use pirated copies of the application software. As a result, 'high-end application software has been pirated.' Although publishers of the software have made a lot of efforts to mitigate the piracy. But even when using pirated high-end applications, it is impossible to rule out the need to invest in expensive versions of the current state of the art. Therefore, although the user can obtain the software application using the actual retail price of the software application, the user of the golden software still needs to purchase or obtain an expensive PC in order to fully utilize the application. B9848.doc -21 - 201001177 This is also true for users of high-performance pirated video games. Although pirates can get the game at a fraction of the actual price of the game, they still need to purchase the expensive computing hardware needed to play the game properly (for example, GPU_Enhanced PC' or a high-end video game console like ΧΒox 360 ^ Assume that video games are typically entertainment for consumers, and the extra cost for high-end video game systems can be prohibitively expensive. This situation is worse in countries where the average annual income of current workers is relatively low (relative to the average annual income of current workers in the United States) (for example, China). As a result, a much smaller percentage of the population has high-end video game systems or high-end PCs. In these countries, it is quite common for users to pay for the use of computers connected to the Internet. Often, such cyberspaces have older models or low-end PCs that do not have high performance features, such as GPUs that would otherwise enable players to play computationally intensive video games. This is at the low end! ^ Key factors for the success of the game on execution. For example, Vivendi's "World of Warcraft" is highly successful in China and is usually "playing in China's network". It is even less likely that the games that are intensive (such as "Second Life") are less likely to be played on PCs installed in Chinese Internet cafes. These games do not actually reach users who are only able to access the low performance % of Internet cafes. ― For those who consider purchasing a video game and first want to try out the demo version of the game by downloading it to their home via the Internet (4). Video game demos are often a versatile version of the game, where - some are disabled or impose restrictions on the amount of game play. This may involve a long process (possibly several hours) of loading billions of 70 sets of data before the gameable women's on a PC or console and on a % or console. In Pc 139848.doc -22- 201001177 • / brother, it may also involve calculating which special drivers the game needs (for example, this (10) X or 〇PenGL driver), download the correct version, install the correct 'definite version' And then it is determined whether the PC can play the game. The latter step may involve determining if the PC has sufficient processing (cpu and GPU) capabilities, sufficient RAM, and compatible 旳 (for example, some games are executed on Windows XP and not on Vista). lL ,, _ 凡 仃) Therefore, after trying to perform the video game demonstration process, you can use _ I w to find that the video game demo can not be C; can play (given the user's PC configuration). Worse, once the user has downloaded a new drive to try the demo, the version of the drive may be incompatible with other games or applications that the user is accustomed to using on the PC, so the installation of the demo may result in the previous The game or application being operated cannot be operated. These obstacles not only frustrated users, but also created obstacles to the sale of video game software publishers and video game developers. Another problem that leads to non-economic benefits is related to the fact that a given pc or game console is usually designed to fit the application and/or game (a certain degree of performance... for example, one (four) has more or less The RAM, the slower or faster cpu and the slower or faster Gp are called if they have 2 coffee. Some games or applications take advantage of the full computing power of a given PC or console, while some games or applications do not take advantage of the full computing power of a given PC or console. If the user's game or application selection does not meet the peak performance capabilities of the local PC or console, the user may be wasting money on the PC or console due to unused features. In the case of the console, the console manufacturer may pay 139848.doc -23· 201001177 for the cost of the console. It is the other part of the video game and enjoys the other. The problem involves the user purchasing the game. Previously allowed users to watch others play games. There are several prior art methods for replaying at a later time. °, National Patent No. 5,558,339 teaches that during the "playback period, the game status information (including "playing user's electric target action" is recorded in the video game can be used at a later time to be owned by Γ). This status information console) is on the basis of this view; ^game client computer (for example, 在于 lies in: for viewing the recorded game = this = significant disadvantages can play the game's view ^ user must have r ... *Playing the client computer and having to have the video game application in the power of the 7th, in order to make the game play the game, etc. _. The play that has been recorded has to be recorded in the _ / / In addition to this, the video game application - the difference in the way of writing is written in this way. It is worthy of the fact that the large-scale graphics system on the basis of the frame is based on the frame. For many games, depending on the θ foot Other delays (such as = special: complex or whether there is a mitigation line, so that the CPU from the game application to take the process = the process may be able to spend more than a gentleman's clothing 'clothes) 'game logic sometimes available - The cost is shorter than the frame time or the figure displayed in a frame below the frame time. In this game, the second H is a little less time (for example, when several cpu days ^ frame) The value box will eventually appear. When using the cypress door "The time limit for calculating the same - the scene, may accommodate two or two:: state information and then cp 亀 cycle time (for example, if the inner = two box time more than a u bus is slightly external with 139848.doc -24- 201001177 The dram bus is out of phase, and there is no other process from the game processing to take a few seconds of CPU time.

y 勺大k遲’其亦引入幾個CPU 循環時間之延遲)。因此,當 放遊戲日守,圖框變成以兩 個圖框時間計算而非以單— # 一 固柩打間计异。一些行為係基 於遊戲計算新圖框之頻率(例 千1例如,當遊戲取樣來自遊戲控 :器之輸入時)。當播放遊戲時,用於不同行為的時間參 考中之此偏差不會影響遊戲播放,但其可導致所回放之遊The y spoon is too late, which also introduces a delay of several CPU cycles. Therefore, when the game is held, the frame becomes calculated in two frame times instead of a single one. Some behaviors are based on the frequency at which the game calculates new frames (for example, when the game samples from the input of the game controller). When playing a game, this deviation in the time reference for different behaviors does not affect the game play, but it can lead to the playback of the game.

戲產生不同結果。舉例而t,其兹ϊ+、> 士 ° 右A球之軌道係以穩定的6 0 fps速率來計算,但遊戲控制器輸入係基於經計算之圖框 之速率來取樣,則當記錄遊戲時,經計算之圖框之速率可 能為53 fps’而當重放遊戲時,經計算之圖框之速率可能 為W如,此可使得籃球是否被阻止進人t中存在差異, 從而導致不同結果。因此,# 便用遊戲狀態記錄視訊遊戲需 要非常謹慎之遊戲軟體設計, 'M隹保使用同一遊戲狀態資 訊重放產生完全相同之結果。 ^用於記錄視訊賴m前技術方法係僅記錄pc或視 讯遊戲系統之視訊輸出(例如,至VCR' dvd記錄器,或 至PC上之視訊俘獲板p接著可將視訊回倒及重放,或替 代地,將已記錄之視訊上載至網際網路(通常在將視訊壓 ,之後)。此方法之不利之處在於:當回放犯遊戲序列 時’使用者限於僅自檢視點(序㈣自其記錄)來檢視序 列。換言之,使用者不可改變場景之檢視點。 另外,當經由網際網路而使在家庭PC或遊戲控制台上播 放的已記錄之遊戲序列的經壓縮之視訊為其他使用者可用 139848.doc -25· 201001177 時,即使視訊係即時壓縮,亦丁 π 亦个可即時地將經壓縮之視 訊上載至網際網路。盆《田4 八原因係因為世界上連接至網際網路 之許多家庭具有高度㈣稱之寬頻帶連接(例如,陳及電 纜數據機通常具有比上傳頻寬高得多的下傳頻寬)。經壓 縮之高解析度視訊序列常常具有比網路之上傳頻寬容量高 的頻寬’使得其不可能即時上載…,在播放遊戲序列 之後(可能幾分鐘或甚至幾小時),在網際網路上之另一使 用者能夠檢視該遊戲之前,將存在顯著延遲。儘管此延遲 在特定情形下(例如’觀看在先前時間出現的遊戲玩家之 成果)可容忍’但其消除了觀看遊戲現場直播(例如,由優 勝玩家玩的籃球錦標賽)之能力或現場直播地播放遊戲時 的「即刻重放」能力。 另-先前技術方法允許具有電視料^檢視者觀看視 讯遊戲現場直播,但僅在電視製作人員之控制下。美國盘 其他國家巾的-些電視頻道提供視料戲檢視頻道,其中 電視H能夠在視訊遊戲頻道上觀看特定視訊遊戲使用者 (例如,參加錦標赛之頂級玩家)。此藉由將視訊遊戲系統 (PC及/或控制台)之視訊輸出饋送至用於電視頻道之視訊分 :及處理設備中來完成。此正如電視頻道廣播現場直播之 籃球比賽時的情況,其中若干個相機自籃球場周圍之不同 角度提供現場錢之饋送。電視頻道接著能夠湘其視訊/ 音訊處理及效應設備來操縱來自各種視訊遊戲系統之輸 出。舉例而言,電視頻道可在來自視訊遊戲的視訊之上上 覆指示不同玩家之狀態的文字(正如其可在現場直播之籃 139848.doc -26- 201001177 球比賽期間上覆字 , 可論述在比賽s n 視頻迢可加錄來自評論員(其 比賽期間出現之動作)之音訊。另外 遊戲輸出鱼纪锌游齙> + 乃外,可將視訊 出…己錄遊戲之貫際玩家之視 示玩家對遊戲之情緒反應)組合。 機(例如’展 方去之-問題在於:必須即時地使該 訊饋送為雷;S相、苦4、a 4 ’見场直播之視 頜I之視訊分配及處理設備可用 具有現場直捽之瘩棘沾制, 有了用’以便使其 視訊游# 然而,如以所論述,當The play produces different results. For example, t, ϊ+,> 士° The right A-ball track is calculated at a steady 60 fps rate, but the game controller input is sampled based on the calculated frame rate, then when the game is recorded At the time, the calculated frame rate may be 53 fps'. When the game is played back, the calculated frame rate may be W, which may cause the basketball to be blocked from entering the difference in t, resulting in a difference. result. Therefore, #using the game state to record video games requires a very cautious game software design, 'M隹 uses the same game state information playback to produce exactly the same results. ^ The technical method for recording video is to record only the video output of the PC or video game system (for example, to the VCR' dvd recorder, or to the video capture board p on the PC, then the video can be rewinded and replayed. Or, alternatively, uploading the recorded video to the Internet (usually after video is pressed, afterwards). The disadvantage of this method is that the user is limited to self-examination only when replaying the game sequence (sequence (4) The sequence is viewed from its record. In other words, the user cannot change the view point of the scene. In addition, the compressed video of the recorded game sequence played on the home PC or game console via the Internet is other When the user can use 139848.doc -25· 201001177, even if the video system is compressed immediately, the compressed video can be uploaded to the Internet in real time. The reason for the field is because the world is connected to the Internet. Many homes in the network have a high (four) called wideband connection (for example, cable and cable modems typically have a much lower downlink bandwidth than the upload bandwidth). Compressed high resolution video sequence Often having a bandwidth that is higher than the upload bandwidth of the network' makes it impossible to upload instantly... after playing the game sequence (possibly a few minutes or even hours), another user on the Internet can view the There will be a significant delay before the game. Although this delay can be tolerated in certain situations (such as 'watching the outcome of a gamer who appeared at a previous time), it eliminates the live broadcast of the watch game (eg, a basketball tournament played by a winning player) Ability to play or "live replay" when playing a game live. Another technology method allows TV viewers to watch live video games, but only under the control of TV producers. Some of the national television channels provide visual inspection video channels, in which TV H can view specific video game users on the video game channel (for example, participate in the top players of the tournament). This will be through the video game system (PC and / or console) video output feed to the video segment for the TV channel: and processing device to complete. For example, when a TV channel broadcasts a live basketball game, several cameras provide on-the-spot money feeds from different angles around the basketball court. The TV channel can then use its video/audio processing and effects devices to manipulate various video game systems. For example, the TV channel can overwrite the text indicating the status of different players on the video from the video game (as it can be overwritten during the live broadcast of the basket 139848.doc -26- 201001177 during the ball game). It can be discussed that in the game sn video, you can add the audio from the commentator (the action that appeared during the game). In addition, the game output fish Ji Zanyou> & 、, outside, you can view the video... The visual response of the player to the game is a combination. Machine (for example, 'The exhibitor goes there - the problem is: must immediately make the news feed as a mine; S phase, bitter 4, a 4 ' see the live broadcast of the eye I The video distribution and processing equipment can be used with the right side of the scene, with the use of 'to make it video tour # However, as discussed, when

系統係自家庭執行時(尤其是 化括來自正俘獲遊戲玩家之直實世界視1、播之—部封包 播之視訊時),此常常不可 之相機的現場直 所關-的為家庭中遊戲者可修改遊戲及作=形下’ 述。由於此等原因,電視頻道上之所描 亥4視矾遊戲廣播常常 技,=集於公共位置處(例如,在電視演播室處或在競 H)之播放器及視訊遊戲系統,其中電視製作設備可 訊2 視訊遊戲系統及潛在的現場直播之相機的視 :管該等先前技術視訊遊戲電視頻道可為電視觀果提供 导吊刺激之演出(其為與現場直播之運動事件同類(例如, 舁以運動貝」呈現之視訊遊戲玩家同類)的體驗,不僅 根據其在視訊遊戲世界中之說 介τ之動作,而且根據其在真實世界 中之動作)’但此等視訊遊戲系統常常限於玩家彼此實體 極接近之’㈣。此外,因為電視頻道係經廣播,所以每— 經廣播之頻道僅可展示由電視頻道之製作人員選擇的一視 訊流。由於此等限制及廣播時間、製作設備及製作人員之 139848.doc -27. 201001177 南成本’ 玩家。 該等電視頻道通常僅展示參加頂級錦標賽之頂級 另外,向王電視觀眾廣播視訊遊戲之全鸯幕今像的^ 定電視頻道每次僅展示一視訊遊戲。此嚴重地限制電視产 視者之選擇。舉例而言,電視檢視者可能對給定時間 之遊戲不感興趣。另一檢視者可能僅對觀看並非由電視頻 道在給定時間放映的特定玩家之遊戲播放感興趣。在其他 狀況下,檢視者可能僅對觀看内行玩家如何處理遊戲/中之 特定級別感興趣。其他檢視者可能希望控制檢視點(視訊 遊戲係自其來看),該檢視點不同於由製作小組等選擇之 檢視點。簡言之’電視檢視者在觀看視訊遊戲中可能4 無數的偏好(即使若干個不同電視頻道可用,電視網路之 特定廣播亦不適應該等偏扑由於所有上述原因,使得 先前技術視訊遊戲電視頻道在向電視檢視者呈現視訊遊戲 中具有顯著限制。 喊 无雨技術視訊遊戲系統及應用程式軟體系統之另一4 在於:其複雜,且通常遭受錯誤、崩潰及/或非所欲」 需!的行為(統稱「缺陷」)。儘管遊戲及應用程式在考 :則通常經歷除錯及調譜過程(經常稱為「軟體品, β兄」或SQA),但幾乎不蠻的a . 政― k的疋·一旦遊戲或應用程3The system is from the time of family execution (especially when it comes to video from the real world of the game player, the broadcast of the video broadcast), which is often the scene of the camera. You can modify the game and make a description of it. For these reasons, the video broadcast on the TV channel is often skillful, = in the public location (for example, in the TV studio or in the competition) player and video game system, where TV production The device can be used as a video game system and a potential live broadcast camera: these prior art video game TV channels can provide a stimuli for television viewing (which is similar to live sports events (eg, The experience of video game players in the same way as sports games is based not only on their actions in the video game world, but also on their actions in the real world.] But these video game systems are often limited to players. The entities are very close to each other's (four). In addition, because the television channel is broadcast, each broadcast channel can only display a video stream selected by the producer of the television channel. Due to these restrictions and broadcast time, production equipment and production staff 139848.doc -27. 201001177 South Cost' player. These TV channels usually only showcase the top level of the top-level tournaments. In addition, the TV channels that broadcast the full-screen video game to the TV viewers will only display one video game at a time. This severely limits the choice of TV viewers. For example, a TV viewer may not be interested in a game at a given time. Another viewer may only be interested in watching a particular player's game play that is not shown by the video channel at a given time. In other situations, the viewer may only be interested in seeing how the player is dealing with a particular level of the game. Other viewers may wish to control the view point (from which the video game is viewed), which is different from the view point selected by the production team or the like. In short, 'TV viewers may have 4 innumerable preferences in watching video games (even if several different TV channels are available, the specific broadcast of the TV network should not be equal to the bias. For all of the above reasons, the prior art video game TV channel There are significant limitations in presenting video games to TV viewers. Another of the four systems of video technology and application software systems is that it is complex and often suffers from errors, crashes, and/or unwanted needs. Behavior (collectively referred to as "defects"). Although games and applications are in the test: they usually go through the process of debugging and tuning (often referred to as "software, beta brother" or SQA), but they are almost not a.疋· Once the game or application 3

發行至領域中之廣大夸T θ 〃 眾,缺陷就會突然出現。遺搞 疋’軟體開發商難以在發行 1 之後識別及追蹤到許多缺降 車人體開發商可能難以意 哉幻缺陷。即使當其瞭解一缺 τ ’亦可能僅存在其可用於螞 喊別疋什麼W起該缺陷的有 J 39848.doc -28- 201001177 量之資訊。舉例而 費者服務熱線且留使用者可打電話給遊戲開發商之消 讯息,該訊息陳述:當玩遊戲時,螢 幕開始閃爍,接著故微j_、 接 ,交成固體藍且PC凍結。其為SQA小組 k供了在追蹤缺陷巾 ^ ^ 中有用的非常少之資訊。線上連接之一 些遊戲或應用程式在胪〜也 埂接之 在知疋狀況下有時可提供更多資訊。舉 例而s,有時可你 「 式a …立 看門狗」過程來監視遊戲或應用程 二 朋唄」。看門狗過程可收集遊戲或應用程式崩潰 時關於遊戲或應用程式 、 '私之狀悲(例如,記憶體堆疊之 二 =、遊戲或應用程式進展至之程度等)的統計,且 接者經由網際網路而將彼資訊上載至 遊戲或應用程式中,兮次二+ [在禝雜 ^貝5孔可化費非常長之時間來解密, 乂便準確地判定在崩潰 了從用有止在進订什麼。儘管如 卜亦不可能判定何事件序列導致崩潰。 fc及遊戲控制台相關聯之又—問題在於:其經受使消 f者:不便利之服務問題。服務問題亦欺或遊戲控制 口之衣造商’因為其通常需要發送特殊盒子以安全地裝運 破損的PC或控制台,s 而切岛片 A , 且因而招致修理之成本(若PC或控制 .處於保修期内)。遊戲或應用程式軟體出版商亦可受處 於修理狀態中之PC及/或抨制么引 次匕制σ引起的銷售損失(或 務使用)影響。 圖 1 說明諸如 s〇ny Play灿。η⑧ 3、Micr〇s〇ft xb〇x 3 60®、N她nd0 WiiTM、賴⑽〜為基礎之個人電腦或 Apple MaeintGsh的先前技術視訊遊戲系統。此等系统中之 每-者包括用於執行程式碼之中央處理單元(cpu)(通常為 139848.doc -29- 201001177 用於執行高階圖形操作之圖形處理單元(GPlJ)),及用於與 外部器件及使用者通信的多個形式之輸入/輸出(1/〇)。為 簡單起見’將此等組件展示為組合在一起為單一單元 100。圖1之先前技術視訊遊戲系統亦展示為包括光學媒體 驅動器104(例如,DVD_R0M驅動器);用於儲存視訊遊戲 程式碼及資料之硬碟機103;用於播放多人遊戲、用於下 載遊戲、修補程式、演示或其他媒體之網路連接1;用 於儲存當前正由CPU/GPU 100執行之程式碼的隨機存取記 憶體(RANDUH ;用於在遊戲播放期間接收來自使用者之 輸入命令的遊戲控制器106;及顯示器件1〇2(例如,sdtv/ HDTV或電腦監視器)。 圖1中所展示之先前技術系統遭受若干限制。首先,與 RAM 1 0 1之存取速度相比較, 具有緩慢得多的存取速度。當 由於RAM 1 01诵堂且古立值夕“ 光碟機1〇4及硬碟機103往往When it is released to the vast majority of the field, the defects will suddenly appear. It is difficult for software developers to identify and track many missing vehicles after the release of the car. It may be difficult for human developers to be confused. Even if it understands that there is a lack of τ ', there may be only information that can be used to scream and scream what is wrong with J 39848.doc -28- 201001177. For example, the fee-based service hotline and the user can call the game developer to cancel the message. The message states that when the game is played, the screen starts to flash, and then the micro-j_, the connection, the solid blue and the PC freeze. It provides very little information for the SQA team k to be useful in tracking defective towels. One of the online connections Some games or applications are available in the 胪~ 埂 之 在 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时 有时For example, sometimes you can monitor the game or application by using the "A... Watchdog" process. The watchdog process collects statistics about the game or application when the game or application crashes, 'the privacy of the game (for example, the memory stack 2 =, the extent to which the game or application progresses, etc.), and the Internet and uploading his information to the game or application, 兮次二+ [in the noisy ^bei 5 hole can be used for a very long time to decrypt, 乂 准确 准确 准确 准确 准确 准确 准确 准确 准确 准确 准确 准确 准确 准确What to order. Although it is impossible to determine what sequence of events caused the crash. The problem with fc and the game console is that it suffers from the problem of inconvenience. Service issues are also bully or game control makers' because they usually need to send special boxes to safely ship damaged PCs or consoles, and cut islands A, and thus incur the cost of repairs (if PC or control. Under warranty period). The game or application software publisher may also be affected by the loss of sales (or usage) caused by the PC and/or the system in the repair state. Figure 1 illustrates such as s〇ny Play Can. Η8 3, Micr〇s〇ft xb〇x 3 60®, N her nd0 WiiTM, Lai (10)~ based PC or Apple MaeintGsh's prior art video game system. Each of these systems includes a central processing unit (cpu) for executing code (usually 139848.doc -29-201001177 graphics processing unit (GPlJ) for performing high-level graphics operations), and for Multiple forms of input/output (1/〇) for external devices and user communication. For the sake of simplicity, these components are shown as being combined into a single unit 100. The prior art video game system of FIG. 1 is also shown to include an optical media drive 104 (eg, a DVD_ROM drive); a hard drive 103 for storing video game code and data; for playing a multiplayer game, for downloading a game, Patch, demo or other media network connection 1; random access memory for storing code currently being executed by CPU/GPU 100 (RANDUH; used to receive input commands from the user during game play) Game controller 106; and display device 1〇2 (eg, sdtv/HDTV or computer monitor). The prior art system shown in Figure 1 suffers from several limitations. First, compared to the access speed of RAM 101, Has a much slower access speed. When due to RAM 1 01 且 且 古 古 “ “ 光 光 光 光 光 光 及 及 及 及

能的每秒多邊形數多得多的每秒多邊形數。 但僅有限量之The number of polygons per second that can be much more per second. But only a limited amount

Ram提供於此等先前技術系統十(例女 組)。因此,常常需要「正在载入.··」序 被週期性地填以用於視訊遊戲之下一Ram provides these prior art systems ten (the female group). Therefore, it is often necessary to "loading..." sequence is periodically filled in for video games.

(例如,256-5 12死位元 」序列,其中RAM 1〇1 一個場景的資料。 之載入與遊戲播放, 干、、六 < 歡備欲,但 $進行(例如,若正沿道路 入路旁之正接近的建築物 I39848.doc •30- 201001177 的幾何形狀)。對於複雜及/或快速場景改變,此類型之重 疊通常不起作業。舉例而言,在使用者處於戰役進行之中 且在彼時刻之視圖内RAM 101完全被填滿表示物件之資料 的狀況下,若使用者將視圖快速地向左移動以檢視當前未 載入於RAM 101中之物件,則將導致動作之不連續性,因 為不存在足夠的時間來將新物件自硬碟機1 〇3或光碟機1 〇4 載入至RAM 101中。(for example, 256-5 12 dead bits) sequence, where RAM 1〇1 data for a scene. Load and play with the game, dry, six, and happy, but for $ (for example, if along the road The geometry of the building I39848.doc •30- 201001177 is approaching the road. For complex and/or fast scene changes, this type of overlap usually does not work. For example, when the user is in the campaign In the case where the RAM 101 is completely filled with the information indicating the object in the view of the time, if the user quickly moves the view to the left to view the object not currently loaded in the RAM 101, the action will be caused. Discontinuity, because there is not enough time to load new objects from the hard disk drive 1 〇 3 or the optical drive 1 〇 4 into the RAM 101.

圖1之系統的另一問題係由於硬碟機1 〇3及光學媒體1 之儲存容量之限制引起。儘管磁碟儲存器件可被製造成有 相對大之儲存容量(例如,500億位元組或5〇〇億位元組以 上),但其仍不提供用於在當前視訊遊戲中所遭遇之特定 情況的足夠儲存容量。舉例而言,如先前所敍述,英式足 球視訊遊戲可允許使用者在全世界的許多小组、玩家^運 動場當中選擇。對於每一小組、每一玩家及每一運動場, 需要大量紋理映射及環境映射來特徵化世界上之3D表面 (例如一小組具有一唯一運動衫,每一者需要—唯一 紋理映射)。 傻者問題之-技術係:對於遊戲,-旦使用 者選擇了紋理及環境映射’就預先計算紋理: 此可涉及許多計算上宓隼夕π ^ 衣兄映射 射…" 包括解壓縮影像、观 ^ v 0± , ^ 口此,§視訊遊戲執行此 寻汗异日f,對於使用者 u 、 丁此存在延遲。減少此延遲之_古 法原則上為:最初開發遊 私逛戥捋執打所有此等 組、玩家名冊及運動場$主 ΐ -·-包括小 技母H遊戲之發行版本因而 I39848.doc • 31 - 201001177 將包括儲存於光學媒體1〇4上或網際網路上之一或多個俨 服器上的所有此經預先處理之資料,當使用者作出選: 僅經由網際網路將用於給定小組、玩家名冊、運動場 4擇的選定之預先處理之資料下載至硬碟機。熬而每 作為實際問題,遊戲播放中可能的每個排列之該^先载二 之資料可能輕易地為數太位元組(terabyte)之資料,其、 過現今的光學媒體器件之容量。此外,用於給定小 家名冊、運動場選擇之資料可能輕易地為數億位元組之= 料或數億位元組以上之資料。在家庭網路連接之情況 (:列如二1〇 Mbps),經由網路連接1〇5下載此資料將比在 ^计舁資料花費更長時間。 因此® 1中所展不之先前技術遊戲架構使使用者在 雜遊戲之較大場景轉變之間經受顯著延遲。 諸如圖1中所展示之先前技術方法的先前技術方法的另 一問題在於:這些年來,視訊遊戲傾向於變得更高階且. 要更多⑽咖處理能力。因此,即使採用無限^ 讓,視訊遊戲硬體要求亦超過此等系統中可用之處理能 力的峰值位準。因此,—一 要使用者母隔幾年升級遊戲硬體 以保持同步(或以較低$晳 、 低口口貝水準玩較新遊戲)。比以往更高 階之視訊遊戲之趨勢的—接 果為.用於家庭用途的玩視訊 遊戲之機|§通常不且娘、浓4 2 个/、,、工Μ效益,因為其成本通常係由其可 支援之最高效能遊戲的要求來判定。舉例而言,可能使用 36〇來玩類似「戰爭機器咖“ 用 該遊戲要求高效能之CPu、Gpu及數億位 、 I39848.doc -32· 201001177 者可能使用xb〇x 360來玩「吃豆(PacMan)」,其為來自2〇 己〇年代之遊戲,其僅需要數千位元組之ram及非常低 效能之cpu。實際上,ΧΒοχ 36〇具有同時主機代管許多同 時的「吃豆」遊戲的足夠計算能力。 在-週之大多數小時中,通常切斷視訊遊戲機。根據 雇年7月胸sen娛樂對13歲及13歲以上之活躍遊戲者的 研究,平均起來,活躍遊戲者一週中花費十四個小時或— 週中的全部小時之僅12%來玩控制台視訊遊戲]匕意謂平 均視成遊戲控制台在88%之時間内間置,此為昂貴資源之 無效率使用。假定視訊遊戲控制台常常係由製造商來資助 以降,購買價格(期望該資助將藉由來自未來視訊遊戲軟 體購買之版稅來賺回),則此特別有意義。 視訊遊戲控制台亦招致與幾乎任何消費者電子器件相關 聯的f本。舉例而言,需要將系統之電子器件及機構容納 於外叙中。製造商需要提供服務保證。出售該系統之零隹 商需要收取關於系統之銷售及/或關於視訊遊戲軟體之: 售的利潤。所有此等因素添加視訊遊戲控制台之成本,$ 成本必須由製造商來資助、傳遞至消費者,或者由_ 與消費者兩者來資助。 另外:盜版係視訊遊戲工業之較大問題。實際上每個較 大視訊遊戲系統上所利用的安全機構這些年來已「破 裂」’導致視訊遊戲之未經授權的複製。舉例而言, 360安全系統在細6年7月破裂且使用者現在能夠線上下载X 非法複本。可下載之遊戲(例如,用於PC或]Viac之遊戲)特 I39848.doc -33· 201001177 別易受經受盜版。在世界之特定區域(其中盜版管制不強) 中,貝貝上不存在獨立視訊遊戲軟體之可行市場,因為使 用者可與合法複本一般容易地以成本之一微小分率講買盜 版複本。又,在世界之許多地方,遊戲控制台之成本係收 入之高百分比,以致即使盜版受控制,純少有人可買得 起目前技術狀態之遊戲系統。 另外,已使用之遊戲的市場減少了視訊遊戲業之收入。 當使用者變得對遊戲厭倦時,其可將遊戲出f給將遊戲轉 售給其他使用者之店鋪。此未經授權但普遍的實踐顯著減 少了遊戲出版商之收入。類似地,當每隔幾年存在平台轉 變時’通常出現大約50%的銷售減少。此係因》:當使用 者知道即將發行較新版本之平㈣,使用者停止購買用於 較舊平台之遊戲(例如,當即將發行playstati〇n 3時,使用 者停止購買Playstation 2遊戲)。組合起來,銷售之損失及 與新平台相Μ之增加的開發成本可對遊戲開發商之收益 性有非常顯著之不利影響。 新遊戲控制台亦非常昂貴。Xb〇x 36〇、Nintend〇則及 —PlayStat_ 3均以數百美元零售。高能力之個人電腦 統可花費高達$8000。此表示使用者之顯著投資, Μ言之’考慮到硬體在幾年後變陳舊及許多㈣係為孩 子而購買的事實。 上述問題之-方法係線上遊戲,其中將遊戲程式碼及資 h機代管於伺服器上且按要求將其遞送至心端機器, 經壓縮之視訊及音訊經由數位寬頻帶網路而串流。一些公 139848.doc -34- 201001177 司(諸如’ FhUand之G-Cluster,其現在為曰本之 SOFTBANK Broadmedia的子公司)當前線上提供此等服 務。類似遊戲服務變得在本端網路(諸如,旅館内及由 及電纜電視提供者提供之彼等網路)中可用。此等系统之 較大缺點係延時之問題,亦即,信號行進至賴伺服器及 •自遊戲祠服器行進所花費的時間,遊戲伺服器通常定位於 運營商之「頭端」巾。快速動作視訊遊戲(亦稱為「極速 (twitch)」視訊遊戲)在使用者藉由遊戲㈣器執㈣作之 時間與更新顯示螢幕以展示使用者動作之結果的時間之間 需要非常低的料。f要錢時,以使得制錢覺到遊 戲「即刻地」回應」可視遊戲之類型及使用者之熟練程声 而以不同延時間隔來滿足使用者。舉例而纟,對於緩慢: :正式遊戲(類似西洋雙陸棋)或緩慢動作角色扮演遊戲而 :’ _毫秒之延時可能係可容忍的,但在快動作遊戲 ’超過7〇毫秒或8G毫秒之延時可引起使用者在遊戲 =地表現,1因此不可接受。舉例而言,在需要快反應 …之遊戲中’當延時自5〇毫秒增加至⑽ 準確度之銳降。 存在 當遊戲或應用飼服器安裝於附近的受控網路環境或 =之網路路經可預測及/或可容忍頻寬峰值 得多在取大延時以及延時之-致性方面,控制延時容易 :夕(例广’因此使用者經由網路觀察到來自數位視Another problem with the system of Figure 1 is due to the limitations of the storage capacity of the hard disk drive 1 and optical media 1. Although a disk storage device can be fabricated to have a relatively large storage capacity (eg, 50 billion bytes or more than 500 million bytes), it does not provide the specifics encountered in current video games. Sufficient storage capacity for the situation. For example, as previously described, a British football video game may allow a user to select among many groups, players, and sports fields around the world. For each group, each player, and each stadium, a large amount of texture mapping and environment mapping is required to characterize the world's 3D surface (eg, a small group with a single jersey, each requiring a unique texture mapping). The problem of the stupid person - the technical department: for the game, the user selects the texture and environment mapping' to calculate the texture in advance: this can involve many calculations on the π π π 映射 映射 ... & & & & & & & & & & View ^ v 0± , ^ mouth this, § video game to perform this sweating different day f, there is a delay for the user u, Ding. To reduce this delay, the old law is in principle: the initial development of the sneak sneak peeks to play all of these groups, the player roster and the sports field $ main ΐ -· - including the release version of the small techno-H game thus I39848.doc • 31 - 201001177 will include all of this pre-processed material stored on optical media 1〇4 or on one or more servers on the Internet, when the user chooses: will only be used for the given via the Internet The selected pre-processed materials selected by the team, the player roster, and the playing field are downloaded to the hard disk drive.每 And as a practical matter, the data of each of the possible permutations in the game play may easily be the data of the terabyte, which is the capacity of the current optical media device. In addition, the information used for a given roster or sports field selection may easily be hundreds of millions of bytes or hundreds of millions of bytes. In the case of a home network connection (: column 2 Mbps), downloading this data via the Internet connection 1〇5 will take longer than the data. Therefore, the prior art game architecture not shown in the ® 1 allows the user to experience significant delays between large scene transitions of the game. Another problem with prior art methods such as the prior art method shown in Figure 1 is that video games tend to become higher order and more (10) coffee processing capabilities over the years. Therefore, even with unlimited, the video game hardware requirements exceed the peak level of processing power available in these systems. Therefore, it is necessary for the user to upgrade the game hardware several years to keep it in sync (or play newer games with a lower level of clarity and a lower mouth-to-mouth level). The trend of higher-order video games than before - the result is that the game for video games for home use | § usually not mother, thick 4 2 /,, work efficiency, because its cost is usually It can be judged by the requirements of the highest performance game that can be supported. For example, it is possible to use 36〇 to play a similar "War Machine Coffee". The game requires high performance CPu, Gpu and hundreds of millions, I39848.doc -32· 201001177. People may use xb〇x 360 to play Pacman. (PacMan), which is a game from the age of 2, which requires only a few thousand bytes of ram and a very inefficient cpu. In fact, ΧΒοχ 36〇 has enough computing power to host many of the same “Pacman” games at the same time. In most hours of the week, the video game console is usually cut off. According to a study of active gamers aged 13 and over in July, on average, active players spend 14 hours a week or only 12% of all hours of the week to play consoles. Video games] means that the average viewing game console is interspersed 88% of the time, which is an inefficient use of expensive resources. It is particularly meaningful to assume that the video game console is often funded by the manufacturer to lower the purchase price (which is expected to be earned by royalties from future video game software purchases). The video game console also incurs a link to almost any consumer electronics device. For example, the electronics and mechanisms of the system need to be housed in a foreign language. Manufacturers need to provide service guarantees. The sellers who sell the system are required to receive sales of the system and/or about the video game software: the profit from the sale. All of these factors add to the cost of the video game console, and the cost must be funded by the manufacturer, passed to the consumer, or funded by both _ and consumers. In addition: piracy is a big problem in the video game industry. In fact, the security agencies used on each of the larger video game systems have been "broken" over the years, resulting in unauthorized copying of video games. For example, the 360 security system ruptured in July of the next six years and users can now download X illegal copies online. Downloadable games (for example, games for PC or ]Viac) I39848.doc -33· 201001177 Don't be vulnerable to piracy. In a specific region of the world (where piracy is not strong), there is no viable market for independent video game software on Beibei, because users can easily buy pirated copies at a fraction of the cost with legitimate copies. Moreover, in many parts of the world, the cost of the game console is a high percentage of revenue, so that even if piracy is controlled, few people can afford the game system of the current state of the art. In addition, the market for used games has reduced the revenue of the video game industry. When the user becomes bored with the game, they can send the game out to the store where the game is resold to other users. This unauthorized but widespread practice significantly reduces the revenue of game publishers. Similarly, when there is a platform change every few years, typically about 50% of sales are reduced. This is due to the fact that when the user knows that a newer version will be released (4), the user stops buying the game for the older platform (for example, when the playstati〇n 3 is about to be released, the user stops purchasing the Playstation 2 game). In combination, the loss of sales and the increased development costs associated with the new platform can have a significant adverse effect on the profitability of game developers. The new game console is also very expensive. Xb〇x 36〇, Nintend〇 and –PlayStat_ 3 are all retailed for hundreds of dollars. A high-capacity PC can cost up to $8000. This represents a significant investment by the user, and the rumor 'considered the fact that the hardware became obsolete in a few years and many (4) were purchased for the child. The above-mentioned method is an online game in which the game code and the machine are hosted on the server and delivered to the heart machine as required, and the compressed video and audio are streamed via the digital broadband network. . Some 139848.doc -34- 201001177 divisions (such as G-Cluster of FhUand, which is now a subsidiary of Sakamoto's SOFTBANK Broadmedia) currently offer such services online. Similar gaming services become available in local networks such as hotels and their networks provided by cable TV providers. The larger drawback of such systems is the problem of latency, i.e., the time it takes for the signal to travel to the server and • travel from the game server, which is typically located at the "head end" of the operator. A fast action video game (also known as a "twitch" video game) requires very low material between the time the user makes the game (4) and the time when the user displays the screen to show the result of the user's action. . When f asks for money, it will satisfy the user at different delay intervals by making money feel that the game responds "immediately" to the type of visual game and the user's proficiency. For example, for slow: : Official game (similar to backgammon) or slow action role-playing game: ' _ millisecond delay may be tolerable, but in fast action game 'more than 7 milliseconds or 8G milliseconds The delay can cause the user to behave in the game = 1 and therefore is unacceptable. For example, in a game that requires fast response... when the delay increases from 5〇 milliseconds to (10) the sharp drop in accuracy. There is a controlled network environment when the game or application server is installed in the vicinity or the network path is predictable and/or can tolerate the peak of the bandwidth. In the case of large delays and delays, the control delay Easy: 夕 (example wide) so the user observes from the digital view via the network

^之餐、定運動)。該程度之控制可在以下達成 網路頭端至番鹏π 甘兒、,·見TV 電、,見TV用戶之家庭之間,或自DSL中央 139848.doc -35- 201001177 至DSL用戶之家庭,或在來自飼服器或使用者之商業辦公 室,域網路(LAN)環境中。χ,有可能獲得商業之間的具 有付到保迅之頻寬及⑭時的經特定分級的點到點私用連 接。但在將遊戲主機代管於連接至通用網際網路之飼服器 中心中且接著經由寬頻帶連接而使經I缩之視訊串流至使 用者的遊戲或應用系統中,許多因素招致延時,導致先前 技術系統之部署中的嚴重限制。 在典型的連接寬頻帶之家庭中,❹者可具㈣於寬頻 帶服務之DSL或電規數據機。該等寬頻帶服務通常招致使 用^之家庭與通用網際網路之間的多達_秒之來回行程 t (有更夕)。另外,存在由於經由網際網路將資 路由^司服器中:而招致的來回行程延時。經由網際網路 之L時基於、出貝料之路線及資料被路由時資料所招致 延遲而改變。除路由延遲之外,亦由於光穿過互連大多數 網際網路之域的速度㈣致細行程㈣。舉例而言, 對於每一 1000英里,士认k命 、 由於先穿過光纖之速度及其他 招致約22毫秒之來回行程延時。 用而 額外延時可由於經由網際網路串流之資料的資料速率而 售之胤服務」出 u中’使用者將很可能最多得到小 於5 Mbps之下行輪送量,且將可能週期性地看見由於 因素(諸如,峰值載入時n 、 ⑽LAM)處之擁擠)產生的連接降級。若㈣ ^ : 之本端共用同軸電纜中广/ _者循% 、覽中存在擁擠或電欖數據機系統網路中 139848.doc -36- 201001177 之其他地方存在擁擠,則類似問題可出現,從而將用於以 「6 Mbps電纜數據機服務」出售之連接的電纜數據機之資 料速率減小至遠小於彼資料速率。若使4 Mbps之穩定速率 下的資料封包以使用者資料報協定(UDp)格式單向地自伺 服器中心經由該等連接而串流,若—切皆適當地工作,則 資料封包將通過而不招致額外延時,但若存在擁擠(或其 他妨礙)且僅3.5 Mbps可用於使資料串流至使用者,則在典 型情形下,封包將被丟棄,導致丟失資料,或者封包將在 擁擠點處排入佇列直至其可被發送為止,藉此引入了額外 =時。*同擁_具有詩保存料遲之封包的不同排入 仵列容量’因此在—些狀況下’立即將不可成功解決擁擠 之封包丟棄。在其他狀況下,將數百萬位元之資料排入佇 列:最終將其發送。但是’在幾乎所有狀況下,擁擠點處 之佇列具有容量限制’且一旦超過彼等 且封包將被《。因此,為了避免招致額外延丁日== 封I之吾失)’必須避免超過自遊戲或應用伺服器至 使用者之資料速率容量。 二亦由於在伺服器中壓縮視訊及在用戶端器件中解壓縮視 訊所需之時間而招致延時D #在伺服器上執行之視訊遊戲 正在計算待顯示之下一個圖框時,進一步招致延時。當前 I用之視訊壓縮演算法遭受高資料速率或高延時。舉例而 :,運動〗PEG為僅框内有損之壓縮演算法,其特徵為低延 去視之·#:圖框獨立於視訊之每一其他圖框而壓縮。 虽用戶端器件接收經I缩之運動視訊的—圖框時,其 I39848.doc -37- 201001177 可立即解壓縮該圖框且顯示該圖框,從而導致非常低之延 時。但因為每一圖框係分開進行壓縮,所以演算法不能夠 利用相繼圖框之間的類似性,且因此僅框内視訊壓縮演算 法遭受非常高之資料速率。舉例而言,6〇 fps(每秒圖框 數)64〇χ480運動JPEG視訊可能需要4〇 Mbps(每秒百萬位 元)或40 Mbps(每秒百萬位元)以上之資料。用於該等低解 析度視訊窗之該等高資料速率在許多寬頻帶應用程式中將 係過於昂貴(且對於大多數消費者的以網際網路為基礎之 應用程式的確如此)。另外’因為每一圖框經獨立壓縮, 所以可能由於有損壓縮而產生的圖框中之假影可能出現於 相繼圖框中之不同位置處。此可導致當解壓縮視訊時,在 檢視者看來為移動的視覺假影。 將彼等改變儲存為:r B」圖框(對方 」圖框(對於I圖框之前的改變)及^ meal, scheduled exercise). The degree of control can be reached between the following heads of the network to Fanpeng π Ganer, , see TV, between TV family, or from DSL center 139848.doc -35- 201001177 to DSL users. Or in a commercial office from a feeding device or user, in a local area network (LAN) environment. Alas, it is possible to obtain a point-to-point private connection between the businesses with a bandwidth that is paid to the security and a specific rating of 14 o'clock. However, in the game or application system in which the game console is hosted in a feeder center connected to the universal Internet and then the video is streamed to the user via a broadband connection, many factors cause delays. This has led to serious limitations in the deployment of prior art systems. In a typical broadband wideband family, the latter can have (4) DSL or electrical data modems for broadband services. These broadband services typically result in up to _ second round trips between the home of the ^ and the general Internet (with eves). In addition, there is a round trip delay due to the routing of resources through the Internet. When the L is based on the Internet, the route based on the material and the data are delayed due to the delay in the data being routed. In addition to the routing delay, it also causes the fine travel (4) due to the speed of the light passing through the domain of most of the Internet. For example, for every 1000 miles, the speed of the trip, the speed of the first pass through the fiber, and other round trip delays of about 22 milliseconds. The additional delay can be sold by the data rate of the data streamed via the Internet. The user will likely get at most less than 5 Mbps under the line and will likely periodically See the degradation of the connection due to factors such as congestion at the peak load n, (10) LAM). A similar problem can arise if (4) ^ : the local shared coaxial cable is wide/ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Thus, the data rate of the cable modem used for the connection sold by the "6 Mbps Cable Data Server Service" is reduced to much less than the data rate. If the data packet at a stable rate of 4 Mbps is streamed unidirectionally from the server center via the connection in a User Datagram Protocol (UDp) format, if the data is properly operated, the data packet will pass. There is no additional delay, but if there is congestion (or other obstruction) and only 3.5 Mbps can be used to stream data to the user, in a typical situation, the packet will be discarded, resulting in lost data, or the packet will be in a crowded point. The queue is queued until it can be sent, thereby introducing an extra = hour. *The same __ has a different poem to save the late packet into the queue capacity 'so in some cases' immediately discards the packet that cannot be successfully resolved. In other cases, millions of bits of data are queued: they are eventually sent. But in almost all cases, the queue at the point of congestion has a capacity limit' and once it exceeds them, the packet will be ". Therefore, in order to avoid incurring extra delays == I am missing, I must avoid exceeding the data rate capacity from the game or application server to the user. Second, due to the time required to compress the video in the server and decompress the video in the client device, the delay D # is performed on the server. The video game being executed is calculating the next frame to be displayed, which further incurs delay. The video compression algorithm currently used by I suffers from high data rates or high latency. For example, the motion PEG is a compression algorithm with only a loss in the frame, which is characterized by a low delay. The #: frame is compressed independently of each other frame of the video. Although the client device receives the frame of the motion video that has been reduced, its I39848.doc -37-201001177 can immediately decompress the frame and display the frame, resulting in very low latency. However, because each frame is compressed separately, the algorithm cannot take advantage of the similarity between successive frames, and therefore only the in-frame video compression algorithm suffers from very high data rates. For example, 6〇 fps (frames per second) 64〇χ480 motion JPEG video may require more than 4 Mbps (megabits per second) or 40 Mbps (megabits per second). These high data rates for such low resolution video windows will be too expensive in many broadband applications (and indeed for most consumer Internet-based applications). In addition, because each frame is independently compressed, artifacts in the frame that may be generated due to lossy compression may appear at different locations in successive frames. This can result in a visual artifact that appears to the viewer as moving when the video is decompressed. Save their changes as: r B" frame (the other party's frame (for changes before the I frame) and

其他壓縮决异法(諸如,來自Microsoft公司之MPEG2 ' H.264或VC9)當用於先前技術組態中時,可達成高壓縮比 率,但以高延時為代價。該等演算法利用框間壓縮以及框 内C、、宿週期性地,該等演算法執行圖框之僅框内壓縮。 此種圖框被稱為關鍵圖框(通常稱作「〗」圖框)。接著,此 等演异法通常將I圖框與先前圖框與相繼圖框兩者相比 較。並非獨立地壓縮先前圖框及相繼圖框,而是演算法判 定影像自I圖框至先前圖框及相繼圖框有何改變,且接著 139848.doc -38· 201001177 以給定資料速率傳輸成比例地花費較長之時間。 考慮(例如)一情形:其中I圖框為B圖框及p圖框之大小 的10倍’且對於每個單一 1框内,存在”個^圖框+3 (^固?圖 框=59個框間,或對於每一「圖框群」(G〇p)總共6〇個圖 框。因此’在60 fPs下,每秒存在1個60圖框GOP。假設傳 輸頻道具有2 Mbps之最大資料速率。為了在頻道中達成最 南品質之視訊,壓縮演算法將產生2 Mbps資料流,且給定 上述比率’此將產生每框内2百萬位元(Mb)/(59+10)=30,394 個位兀及每I圖框303,935個位元。當藉由解壓縮演算法接 收經壓縮之視訊流時’為了穩定地播放視訊,需要以規則 間隔(例如’ 60 fps)解壓縮及顯示每一圖框。為了達成此 結果’若任何圖框經受傳輸延時,則需要將所有圖框延遲 至少彼延時’因此最糟狀況的圖框延時將界定用於每個視 訊圖框之延時。因為I圖框最大,所以I圖框引入最長傳輸 延時’且整個1圖框將必須在可解壓縮及顯示I圖框(或取決 於1圖框之任何框間)之前接收。假定頻道資料速率為2 Mbps ’則傳輸一 I圖框將花費3〇3,935/2 Mb=145毫秒。 使用傳輸頻道之頻寬之大百分比的框間視訊壓縮系統 (如上所述)將由於1圖框相對於圖框之平均大小的大的大小 而經文長延時。或者,換言之,當先前技術框間壓縮演算 法達成比僅框内壓縮演算法低之平均每圖框資料速率(例 如2 MbPs對40 Mbps)時,其由於大I圖框而仍遭受高的 峰值每圖框資料速率(例如’ 303,935*60=18.2 Mbps)。但 明。己住.上述分析假定p圖框及B圖框均比I圖框小得多。 139848.doc -39- 201001177 儘管此大體成立’但對於具有與先前圖框、高運動或場景 改變不相關之高影像複雜度的圖框,此不成立。在該等情 形下’ P圖框或B圖框可變得與I圖框一般大(若P圖框或B圖 框變得比I圖框大,則尖端壓縮演算法通常將「強制」I圖 框且用I圖框替換P圖框或B圖框)。因此,I圖框大小之資 料速率峰值可在任何時刻出現於數位視訊流中。因此,對 於經壓縮之視訊,當平均視訊資料速率接近傳輸頻道之資 料速率容量時(經常為該狀況,給定對於視訊之高資料速 率要求),來自I圖框或大的P圖框或B圖框之高峰值資料速 率導致rl?圖框延時。 當然’上述論述僅特徵化由G〇p中之大的B圖框、p圖框 或I圖框產生的壓縮演算法延時。若使用B圖框,則延時 將更高。此之原因係因為在可顯示B圖框之前,必須接收 B圖框之後的所有B圖框及I圖框。因此,在諸如 BBBBBIPPPPPBBBBBIPPPPP之圖片群(GOP)序列中’其中 在每一 I圖框之前存在5個B圖框,只有在接收到隨後的8圖 框及I圖框之後才可由視訊解壓縮器顯示第一 B圖框。因 此,若使視訊以60 fps(亦即,16.67毫秒/圖框)串流,則在 可解壓縮第一 B圖框之前,不管頻道頻寬如何快,接收五 個B圖框及】圖框將花費16.67*6=1〇〇毫秒’且此係僅5個5 圖框之情況。具有3 〇個B圖框的經壓縮之視訊序列相當普 遍。此外,在如2 Mbps之低頻道頻寬下,由於j圖框之大 小而引起的延時影響很大程度上添加至由於等待β圖框到 達而產生的延時影響。因此,在2 Mbps頻道上,在大量]6 139848.doc -40- 201001177Other compression variants (such as MPEG2 'H.264 or VC9 from Microsoft Corporation) can achieve high compression ratios when used in prior art configurations, but at the expense of high latency. The algorithms utilize inter-frame compression and intra-frame C, and sink periodicity, and the algorithms perform only in-frame compression of the frame. This type of frame is called a key frame (commonly called a "〗" frame). Then, this derivation usually compares the I frame with the previous frame and the subsequent frame. Instead of compressing the previous frame and the successive frames independently, the algorithm determines how the image changes from the I frame to the previous frame and the subsequent frame, and then transmits it at a given data rate, 139848.doc -38· 201001177 It takes a long time in proportion. Consider, for example, a situation where the I frame is 10 times the size of the B frame and the p frame 'and for each single 1 frame, there is a ^ frame + 3 (^ solid? frame = 59 Between the frames, or for each "frame group" (G〇p) a total of 6 frames. Therefore 'at 60 fPs, there is one 60 frame GOP per second. Suppose the transmission channel has a maximum of 2 Mbps. Data rate. In order to achieve the most south quality video in the channel, the compression algorithm will generate a 2 Mbps data stream, given the above ratio 'this will result in 2 million bits per frame (Mb) / (59 + 10) = 30, 394 bits and 303, 935 bits per I frame. When receiving a compressed video stream by a decompression algorithm 'in order to stably play video, it needs to be decompressed and displayed at regular intervals (eg '60 fps) In order to achieve this result, 'If any frame is subjected to transmission delay, then all frames need to be delayed by at least one delay' so the worst case frame delay will define the delay for each video frame. I frame is the largest, so the I frame introduces the longest transmission delay' and the entire 1 frame will have to Decompress and display the I frame (or between any frames depending on the 1 frame) before receiving. Assuming the channel data rate is 2 Mbps' then transmitting an I frame will cost 3〇3,935/2 Mb=145 milliseconds. The inter-frame video compression system (as described above), which is a large percentage of the bandwidth of the channel, will be delayed by the length of the frame due to the large size of the frame relative to the average size of the frame. Or, in other words, when the prior art is compressed between frames When the algorithm achieves a lower average data rate per frame than the in-frame compression algorithm (eg, 2 MbPs vs. 40 Mbps), it still suffers from high peak per frame data rate due to the large I frame (eg '303,935* 60 = 18.2 Mbps). However, it has been lived. The above analysis assumes that both the p-frame and the B-frame are much smaller than the I-frame. 139848.doc -39- 201001177 Although this is generally true 'but for the previous frame In the case of high motion or scene changes, the frame of high image complexity is irrelevant. In these cases, the 'P frame or B frame can become larger than the I frame (if P frame or B picture) The box becomes larger than the I frame, then the tip compression algorithm will usually be "strong" I frame and replace the P or B frame with an I frame. Therefore, the peak data rate of the I frame size can appear in the digital video stream at any time. Therefore, for compressed video, when When the average video data rate is close to the data rate capacity of the transmission channel (often for this situation, given the high data rate requirements for video), the high peak data rate from the I frame or the large P or B frame results in rl Frame delay. Of course, the above discussion only characterizes the compression algorithm delay generated by the large B frame, p frame or I frame in G〇p. If B frame is used, the delay will be higher. The reason for this is because all B frames and I frames after the B frame must be received before the B frame can be displayed. Therefore, in a picture group (GOP) sequence such as BBBBBIPPPPPBBBBBIPPPPP, there are 5 B frames in front of each I frame, which can only be displayed by the video decompressor after receiving the subsequent 8 frames and I frames. The first B frame. Therefore, if the video is streamed at 60 fps (ie, 16.67 milliseconds/frame), before the first B frame can be decompressed, no matter how fast the channel bandwidth is, five B frames and frames are received. It will take 16.67 * 6 = 1 〇〇 milliseconds ' and this is only 5 5 frames. A compressed video sequence with 3 frames of B is quite common. In addition, at a low channel bandwidth such as 2 Mbps, the delay effect due to the size of the j frame is largely added to the delay caused by waiting for the beta frame to arrive. So on the 2 Mbps channel, in a lot of]6 139848.doc -40- 201001177

圖框之情況下,使用先前技術視訊壓縮技術超過5〇〇毫秒 或500毫秒以上之延時相當容易。若不使用b圖框(對於給 =品質水準,以較低壓縮比率為代價),則不招致8圖框延 時,但仍招致上文所描述的由於峰值圖框大小而引起的延 時。 問題恰恰由於許多視訊遊戲之性質而加重。利用上文所 描述之G〇P結構的視訊壓縮演算法很大程度上被最佳化以 用於連同意欲用於被動檢視的現場直播之視訊或電影材料 -起使用。通常,相機(真實相冑,或者電腦產生之動晝 ,狀況下的虛擬相機)及場景相對穩定M堇因為若相機: 場景太顛簸地來回移動’則視訊或電影材料⑷通常觀看起 :令人不愉快,且(b)若其正被觀看,當相機突然來回顚簸 時’檢視者通常不能夠緊密地跟隨該動作㈣,若相機 在拍攝吹滅生曰蛋糕上之蠟濁的孩子時被擾動且突然在蛋 糕之間來回顛簸,則檢視者通常集中於孩子及蛋糕上,^ 不理會相機突然移動時之簡短中斷)。在視訊會談或視訊 電話會議之狀況下,可將相機固持於固定位置中且根本^ 移動1而導致根本非常少之資料峰值。但扣高動作視訊 遊戲係藉由悝定運動來特徵化(例如,考慮扣競賽, 整個圖框在競賽之持續時間中處於快速運動中,或者考慮 第-人稱射擊遊戲,其中虛擬相機怪定地顛凝地來回: 該等視訊遊戲可產生具有大的及頻繁的峰值之圖框 序列,其中使用者可能靈要音姑 匕而要,月疋地看見在彼等突然運動期 間發生了什麼。因此,在3D高動作視訊遊戲中,壓縮假影 I39848.doc •41 - 201001177 二ί’許多視訊遊戲之視訊_由於其性 貝,座玍具有非㊉尚且頻繁 介一 ^ 只$之峰值的經壓縮之視訊流。 假疋快動作視訊遊戲之 度,且給定所有上述延時原因子^延時具有小的容忍 際網路上串流的伺服器 "見。孔在、..罔 冰 4 + 代s之視訊遊戲的限制。另 網路:…度互動性之應用程式係主機代管於通用網際 ::上且使視訊“,則該等應用程式之使用者遭: ===需要網路組態,其中主機代管飼服器直接 :置於⑽電繞寬頻帶之狀況下)或中央 用戶線㈣之狀況下”,或商業背景中 = 別分級之私用連接上),以便控制自用戶端器件至::: 之路線及距離以最小化延時且可適應峰值而不招致延時Γ f (通常較在⑽Mbps_1Gbps)及具妓夠頻寬之租用 _一容量之=71一值頻寬為 右進行特殊適應,則峰信斗首官φ +_ 幻啤值頻寬要求亦可由住宅寬頻帶基 礎架構來適應。舉例而言,在電境τν系統上,可為數位 視訊訊務給出專用頻寬’該專用頻寬可處理諸如大!圖框 之峰值。此外’在DSL系統上,可供應較高速度之脱數 據機(慮及高峰值)’或可供應可處理較高資料速率之經特 別分級的連接。但是,附接至通用網際網路之習知電規數 據機及DSL基礎架構對於用於經壓縮之視訊的峰值頻寬要 求而言遠不能容忍'。因此,、線上服務(將視訊遊戲或應用 程式主機代管於距用戶端器件長距離之伺服器中心中,且 139848.doc -42- 201001177 接者經由習知的住宅寬頻帶連接經 之視訊輸出串流)遭受頻著之延時及峰^轉而使經壓縮 於需要^ 者之延日守及峰值頻寬要求-尤其對 射擊遊戲及其他多使用者、互動μ/(例如’弟—人稱 ,使用者互動式動作遊戲,或需要“ 應時間之應用程式)。 【實施方式】 妙本揭示案將自以下[實施方式]及附圖而更完全地理解, 而’其不應用於將所揭示之標的物限於所展示每 施例,而僅用於說明及理解。 只 广以下描述中闡述特定細節(諸如,器件類型、系統組 恶、通信方法等),以便提供針太- 、'、 ]以使徒供對本揭不案之徹底理解◦然 而’一般熟習相關技術者應瞭解,實踐所描述之〜 例可能不需要此等特定細節。 Λ 圖2a至圖2b提供兩個實施例之高階架構,其中視訊遊戲 及軟體應用程式由主機代管服務21〇主機代管且在訂用服 務下由使用者場所211(注意,「使用者場所」意謂使用者 所定位的無論何處之位置,若使用行動器件則包括室外) 處之用戶端器件205經由網際網路2〇6(或其他公眾網路或 私用網路)來存取。用戶端器件2〇5可為具有至網際網路之 有線或無線連接、具有内部或外部顯示器件⑵的通用電 腦(諸如,以 Microsoft Windows4Unux為基礎之pc: Apple公司之Macint〇sh電腦)’或者其可為將視訊及音訊輸 出至監視器或電視機222之諸如機頂盒之專用用戶端器件 (具有至網際網路之有線或無線連接),或者其可為推測起 139848.doc -43- 201001177 來具有至網際網路之無線連接的行動器件。 此等器件中之任一者可具有其自身的使用者輪入器件 (例如,鍵盤、按鈕、觸摸螢幕、追蹤板(track pad)或慣性 感測棒(ineniai-sensing wand)、視訊俘獲相機及/或運動追 蹤相機等),或者其可使用藉由線連接或無線地連接之外 部輸入器件221(例如,鍵盤、滑鼠、遊戲控制器、慣性感 測棒、視訊俘獲相機及/或運動追蹤相機等)。如下文更詳 細描述,主機代管服務210包括各種效能位準之伺服器(包 括具有阿旎力CPU/GPU處理能力之彼等伺服器)。在播放 遊戲或使用主機代管服務210上之應用程式期間,家庭或 辦公室用戶端器件205接收來自使用者之鍵盤及/或控制器 輸入,且接著其將控制器輸入經由網際網路傳輸至主 機代管服務210,主機代管服務21〇回應於此而執行遊戲程 式碼並產生用於遊戲或應用程式軟體的視訊輸出(視訊影 像序列)之相繼圖框(例如,若使用者按壓將會指引螢幕上 之人物向右移動的按鈕,則遊戲程式接著將產生展示人物 向㈣動的視訊影像序列)。接著使純延時視訊壓縮器 壓縮此視訊影像序列,且主機代管服務21〇接著經由網際 網路206而傳輸低延時視訊流。家庭或辦公室用戶端器件 接者解碼經壓縮之視訊流並將經解壓縮之視訊影像再現於 皿視益或TV上。因此,顯著地減少用戶端器件2〇5之計算 及圖形硬體要求。用戶端205僅需要具有用於將鍵盤/控制 器輸入轉遞至網際網路206且解碼並解壓縮自網際網路2〇6 所接收的經壓縮之視訊流的處理能力,實際上現今任 139848.doc -44 - 201001177 何個人電腦均能夠在其CPU上以軟體來進行此(例如,以 約2 GHz執行之Intel&司雙核cpu能夠解壓縮使用諸如 H·264及Windows媒體να之壓縮器編碼的72〇ρ Η〇τν)。 此外,在任何用戶端器件之狀況下,專用晶片亦可以比通 用CPU低得多的成本及比通用CPU少得多的電力消耗 如,現代PC所需的)來即時地執行用於該等標準之視訊解 壓縮。值得注意地’為了執行轉遞控制器輸人及解壓縮視 訊的功能’家庭用戶端器件2G5不需要任何專門化的圖形 處理單元(GPU)、光碟機或硬碟機(諸如,圖i中所展示之 先前技術視訊遊戲系統)。 隨著遊戲及剌程式軟體變得更複雜及更具^般逼真 感’其將需要較高效能之CPU、GPU、較多RAM,及較大 且較快之磁碟才幾’且可使主機A管服務21〇處之計算能力 不斷地升級,但終端使用者將不需要使家庭或辦公=用戶 端平台205升級’因為將藉由給定視訊解壓縮演算法而使 家庭或辦公室用戶端平台205之處理要求對於顯示解析度 及圖框速率保持恆定。因此,圖2a至圖2b中所說明之系統 中不存在現今所見的硬體限制及相容性問題。 另外,因為遊戲及應用裎式軟體僅在主機代管服務⑽ 中之祠服器中執行,所以在使用者之家庭或辦公室(除非 另外有條件,否則如本文中所使用之「辦公室」將包括任 宅背景’包括(例如)教室)中決不存在遊戲或應用程 式权體之複本(光學媒體之形式’或者為經下載之軟體卜 此顯著減輕遊戲或應用裎式軟體被非法複製(盜版)之可能 139848.doc 201001177 性,以及減輕可由遊戲或應罔程式軟體使用的有價值之次 料庫被盜版之可能性。、貝 Λ丨不上右而要專門化的伺服器 二而要非常昂責的、大的或有噪音的設備)來播放對 於豕j或辦公室使用不可行之遊戲或應用程式軟體,則即 使獲得遊1¾應用程式軟體之盜職本,其亦將不可在 庭或辦公室中操作。 Λ加例中,主機代管服務21G向設計視訊遊戲之遊 用程式軟體開發商(其大體指代軟體開發公司、遊 戲或電影工作宮,充、# 次逐戲或應用程式軟體出版商)22〇 -以使侍其可設計能夠在主機代管服務21〇 之遊戲。該等工具允許開發商利用主機代管服務之 特徵(該等特徵通常在 々 在獨立PC或遊戲控制台中將不可 )(例如!夬速存取複雜幾何形狀的非常大之 另外有條件,否則「幾何^ ^(除非 3D資料集之多邊形、紋 且 /代界- 及參數))。 索…明 '仃為及其他組件 在此架構下’不同商業模型係可能的。在一模型下,主 機代管服務21 〇自终端佶田土… 而使用者收取訂用費用且向開發商2 2 0 支付版稅’如圖2巧所展示。在替代實 示),開發商220直接έ佶田土 所展 服矛” 10… 自使用者收取訂用費用且向主機代管 W支付用於主機代管遊戲或應用程式 此等基本原理不限於用於]賈用 总 、、棱(、線上遊戲或應用程式主機代 g之任何特定商業模型。 經壓縮之視訊特性 139848.doc -46 - 201001177 =先:n線上提供視訊遊戲服務或應用程式軟體 服各之一顯著問題在於延時。7 Λ -^ ^ 毛心-8〇笔秒之延時(自輸 入益件被使用者致動之時刻至在顯示器件上顯示回應時之 W為用於需要快回應時間之遊戲及應用程式的上限。 然而’由於大量實際及實體約束而使得此在圖以及圖㈣ 所展不之架構的情況下非常難以達成。 々圖3中所^日不’當使用者訂用網際網路服務時,連接 通常額定為至使用者之家庭或辦公室的標稱最大資料速率 3〇1。取決於提供者之策略及路由設備能力,彼最大資料 速率可U或少被嚴格地_執行,但通常由^多不同 原因中之一者而使得實際可用資料速率較低。舉例而言, 可能在DSL中央辦公室處或在本端電缓數據機迴路上存在 過多網路訊務’或可能在電料上存在雜訊,從而引起丢 棄之封包,或提供者可能建立每㈣者每月最大數目之位 兀。當前’用於電缓及DSL服務之最大下行資料速率通 常在數百千位元/秒(Kbps)至3〇 Μ—之範圍内。蜂巢式 服務通常限於數百Kbps之下行資料。然而,寬頻帶服叙 速度及訂用寬頻帶服務之使用者之數目將隨著時間而急劇 增加。當肖’-些分析者估計33%之美國寬頻帶用戶1有 2 MbPd2 Mbpsa上之下行資料速率。舉例而言,—些分 析者預測:至2(H0年止,超過85%之美國寬頻帶用戶將^ 有2 Mbps或2 Mbps以上之資料速率。 ” 如圖3中所指示’實際可用最大資料速率3〇2可隨著時間 而波動。因此’在低延時、線上遊戲或應用程式軟體情^ 139848.doc -47· 201001177 有時難以預測用於特定視訊流之實際可用資 若對於特定量之媒旦> ^ — 里〜複雜度及運動在給定數目之每秒圖框 ★ PS下以給足解析度(例如,64Gx48G @ 60 fps)維持給 定品質位準所需的資料速率3()3升高高於實際可用最大; =叫如藉由圖3中之峰值指示),則可出現若干問 牛例而s,一些網際網路服務將僅丟棄封包,從而導 T使用者之視訊榮幕上的丟失的資料及失真的,吾失的影 像。其他服務將暫時緩衝(亦即,排人作列)額外封包且以 :用資料速率將料封包提供至用戶#,^導致延時之 增加:對於許多視訊遊戲及應用程式而言為不可接受的結 果取後,一些網際網路服務提供者將資料速率之增加視 為惡意攻擊(諸如’否賴務攻擊(由電腦黑客用錢網路In the case of frames, it is quite easy to use a prior art video compression technique with a delay of more than 5 milliseconds or more than 500 milliseconds. If the b-frame is not used (for the given quality level, at the expense of a lower compression ratio), the 8 frame delay is not incurred, but the delay due to the peak frame size described above is still incurred. The problem is exacerbated by the nature of many video games. The video compression algorithm utilizing the G〇P structure described above is largely optimized for use in conjunction with live video or movie material intended for passive viewing. Usually, the camera (real camera, or the virtual camera generated by the computer, the situation is relatively virtual) and the scene is relatively stable, because if the camera: the scene moves too far and bumpy, then the video or movie material (4) is usually viewed: Unpleasant, and (b) if it is being watched, when the camera suddenly squats back and forth, 'the viewer is usually unable to follow the action closely (4), if the camera is disturbed when shooting a child who is smouldering on the oyster cake And suddenly bumping back and forth between the cakes, the viewers usually focus on the children and the cake, ^ ignore the brief interruption when the camera suddenly moves). In the case of video conferencing or video conferencing, the camera can be held in a fixed position and moved by 1 at all, resulting in very few data spikes. However, the high-definition action video game is characterized by the definite movement (for example, considering the deduction race, the entire frame is in rapid motion during the duration of the competition, or considering the first-person shooter game, where the virtual camera is strangely Back and forth: These video games can produce a sequence of frames with large and frequent peaks, where the user may want to hear the sound, and see what happens during their sudden movements. In the 3D high-motion video game, the compression artifact I39848.doc •41 - 201001177 2 ί' the video of many video games _ due to its nature, the 玍 has a non-existent and frequent 介一 ^ only the peak of the compression Video streaming. False 疋 fast motion video game degree, and given all the above delay reasons sub-time delay has a small tolerance network streaming on the server " see. Hole in, .. 罔冰 4 + generation s The limitations of the video game. Another network: ... interactive application is hosted on the universal Internet:: and the video is ", then the users of these applications are: === network configuration required ,its Hosting the feeder directly: placed under (10) the condition of the broadband (in the case of broadband) or the central subscriber line (4), or in the commercial context = private connection of the rating, in order to control from the user device to ::: route and distance to minimize delay and adapt to peak without incurring delay Γ f (usually at (10) Mbps_1 Gbps) and lease with sufficient bandwidth _ one capacity = 71 one-value bandwidth for right special adaptation The peak feng feng feng _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ For example, on an electrical environment τν system, a dedicated bandwidth can be given for digital video traffic. The dedicated bandwidth can be processed such as large! The peak of the frame. In addition, on a DSL system, a higher speed off-data processor (considering high peaks) can be supplied or a specially graded connection that can handle higher data rates can be supplied. However, conventional electronic data processors and DSL infrastructure attached to the universal Internet are far from tolerant for peak bandwidth requirements for compressed video. Therefore, the online service (hosting the video game or application host in the server center long distance from the user device, and 139848.doc -42- 201001177 is connected via the conventional residential broadband connection video output Streaming) suffers from frequent delays and peaks and turns to reduce the peak bandwidth requirement of those who need to be compressed - especially for shooting games and other multi-users, interactive μ/ (eg 'di-person, person, User interactive action game, or "application of time" is required. [Embodiment] The present disclosure will be more completely understood from the following [embodiment] and the accompanying drawings, and 'it should not be used to disclose The subject matter is limited to the examples shown, and is only for the purposes of illustration and understanding. The specific details (such as device type, system group, communication method, etc.) are described in the following description in order to provide the pin-to-, ', The apostle provides a thorough understanding of the disclosure. However, those skilled in the art should understand that the specific examples described in the practice may not require such specific details. Λ Figures 2a to 2b provide two embodiments. The high-end architecture in which the video game and software applications are hosted by the colocation service 21 and hosted by the user site 211 under the subscription service (note that the "user site" means where the user is located. The location, if the mobile device is used, includes the outdoor device device 205 is accessed via the Internet 2〇6 (or other public or private network). The client device 2〇5 may be a general-purpose computer having an internal or external display device (2) with a wired or wireless connection to the Internet (such as a Microsoft Windows 4 Unux-based pc: Apple's Macint〇sh computer)' or It can be a dedicated client device (such as a wired or wireless connection to the Internet) that outputs video and audio to a monitor or television 222, such as a set-top box, or it can be speculated to be 139848.doc -43-201001177 A mobile device with a wireless connection to the Internet. Any of these devices may have its own user wheeling device (eg, keyboard, button, touch screen, track pad or ininei-sensing wand, video capture camera and / or motion tracking camera, etc., or it can use an external input device 221 that is connected by wire or wirelessly (eg, keyboard, mouse, game controller, inertial sensor, video capture camera, and/or motion tracking) Camera, etc.). As described in more detail below, the colocation service 210 includes servers of various performance levels (including those with Agilent CPU/GPU processing capabilities). During playback of the game or use of the application on the colocation service 210, the home or office client device 205 receives keyboard and/or controller input from the user, and then transmits the controller input to the host via the internet. The escrow service 210, the colocation service 21, in response to this, executes the game code and generates successive frames for the video output (video image sequence) of the game or application software (eg, if the user presses, the guide will be directed) The button on the screen that moves to the right, the game program will then produce a sequence of video images showing the person moving to (four). The purely delayed video compressor then compresses the video image sequence, and the colocation service 21 then transmits the low latency video stream over the Internet 206. The home or office client device decodes the compressed video stream and reproduces the decompressed video image on the dish or TV. Therefore, the calculation and graphics hardware requirements of the client device 2〇5 are significantly reduced. The client 205 only needs to have the processing capability for forwarding the keyboard/controller input to the Internet 206 and decoding and decompressing the compressed video stream received from the Internet 2〇6, actually 139848 .doc -44 - 201001177 Any personal computer can do this in software on its CPU (for example, Intel & Dual Core cpu running at about 2 GHz can decompress compressors using H.264 and Windows Media να 72〇ρ Η〇τν). In addition, in the case of any client device, the dedicated chip can also be executed for these standards in real time at a much lower cost than the general purpose CPU and much less power consumption than a general purpose CPU, such as is required for modern PCs. Video decompression. Notably 'in order to perform the function of transferring the controller to input and decompress the video', the home client device 2G5 does not require any special graphics processing unit (GPU), CD player or hard disk drive (such as shown in Figure i). Demonstrated prior art video game system). As games and software become more complex and more realistic, they will require higher performance CPUs, GPUs, more RAM, and larger and faster disks. The computing power of the A-tube service is constantly upgrading, but the end-user will not need to upgrade the home or office=client platform 205' because the home or office client platform will be enabled by a given video decompression algorithm. The processing requirements of 205 remain constant for display resolution and frame rate. Therefore, there are no hardware limitations and compatibility issues seen today in the systems illustrated in Figures 2a through 2b. In addition, because the game and application software is only executed in the server in the colocation service (10), in the user's home or office (unless otherwise qualified, the "office" as used in this article will include There is never a copy of the game or application rights in the background of the house, including (for example) classrooms (in the form of optical media) or for downloaded software, which significantly reduces the illegal copying (piracy) of games or applications. It may be 139848.doc 201001177 sex, and the possibility of mitigating the piracy of the valuable sub-library that can be used by the game or the application software. It is very expensive for the server to be specialized. Responsible, large or noisy equipment) to play games or application software that is not feasible for 豕j or office use, even if you get the pirate copy of the application software, it will not be in the court or office. operating. In the case of Λ , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 22 〇 - To enable the waiter to design a game that can be hosted on the host. These tools allow developers to take advantage of the features of colocation services (these features are usually not available in a standalone PC or game console) (for example! Idle speed access to complex geometries is very large, otherwise otherwise " Geometry ^ ^ (unless the 3D dataset's polygons, lines and / generations - and parameters)). So ... Ming '仃 and other components under this architecture 'different business models are possible. Under a model, the host generation The service 21 is from the terminal 佶田土... and the user charges the subscription fee and pays the royalty to the developer 2 2 ' as shown in Figure 2. In the alternative, the developer 220 directly smashes the field to spear 10... The basic principle of charging the user for the subscription fee and paying for the host to host the game or the application is not limited to the use of the general, edge (or online game or application host generation). Any specific business model of g. Compressed video features 139848.doc -46 - 201001177=First: One of the major problems with video games or application software services on the n-line is the delay. 7 Λ -^ ^ 毛心-8 〇 The delay of seconds (when the input benefit is actuated by the user until the response is displayed on the display device, W is the upper limit for games and applications that require fast response time. However, 'due to a large number of actual and physical constraints This is very difficult to achieve in the case of the diagram and the structure shown in Figure (4). In the case of Figure 3, when the user subscribes to the Internet service, the connection is usually rated to the user's home or office. The nominal maximum data rate is 〇1. Depending on the provider's policy and routing device capabilities, the maximum data rate can be strictly or _ executed, but usually the actual available data is made by one of many different reasons. The rate is low. For example, there may be too many network traffic at the DSL central office or on the local electrical slow circuit loop' or there may be noise on the electrical material, causing the discarded packet, or providing It is possible to establish the maximum number of digits per month for each (four). The current maximum data rate for power mitigation and DSL services is usually in the range of hundreds of kilobits per second (Kbps) to 3 inches. Honeycomb services are typically limited to hundreds of Kbps of data. However, the speed of broadband service and the number of users subscribed to broadband services will increase dramatically over time. When Xiao's analysts estimate 33% of the US Broadband User 1 has a data rate of 2 MbPd2 Mbpsa. For example, some analysts predict that: to 2 (more than 85% of US broadband users will have 2 Mbps or more than 2 Mbps) Rate." As indicated in Figure 3, the actual available maximum data rate of 3〇2 can fluctuate over time. Therefore, 'in low latency, online games or application software ^ 139848.doc -47· 201001177 Sometimes difficult to predict The actual available resources for a particular video stream are for a specific amount of median > ^ - in ~ complexity and motion in a given number of frames per second ★ PS to give full resolution (for example, 64Gx48G @ 60 fps The data rate required to maintain a given quality level 3 () 3 rises above the actual maximum available; = as indicated by the peak in Figure 3), there may be several cases of cattle, and some Internet The road service will only discard the packet, thus guiding The lost data on the user's video glory and the distorted, my lost image. Other services will temporarily buffer (ie, rank) additional packets and provide the packet to user# at the data rate, resulting in an increase in latency: unacceptable results for many video games and applications. After taking it, some Internet service providers regard the increase in data rate as a malicious attack (such as 'No-destination attack (by computer hacker money network)

連接停用的熟知技術曰膝A 孜婀))且將在特定時間週期中切斷使用 者之網際網路連接。_,本文中所描述之實施例設法確 保用於視訊遊戲的所需資料速率不會超過最大可用資料速 率。 主機代管服務架構 圖4a說明根據一實施例之主機代管服務2ι〇的架構。主 機代官服務210可定位於單一伺服器中心中,或者可跨越 複數個飼服器中心而分散(以為具有比其他者低延日㈣至 特定伺服器中心之路徑的使用者提供低延時連接,以在使 用者之間提供負載平衡,且在—或多個伺服器中心出故障 之狀況下提供冗餘)。主機代管服務21〇最終可包括成千上 萬個或甚至數百萬個飼服器4〇2,從而飼服非常大之使用 Ϊ 39848.doc •48· 201001177The well-known technology for disconnecting the connection is a) and will disconnect the user's internet connection during a specific time period. _, the embodiments described herein seek to ensure that the required data rate for video games does not exceed the maximum available data rate. Host Managed Service Architecture Figure 4a illustrates the architecture of a hosted service 2 〇 according to an embodiment. The host agency service 210 can be located in a single server center or can be distributed across multiple feeder centers (providing a low latency connection to users with a lower latency (four) to a particular server center than others) Provides load balancing between users and provides redundancy in the event of - or multiple server center failures. The colocation service 21〇 can eventually include tens of thousands or even millions of feeders 4〇2, so that it can be used very much Ϊ 39848.doc •48· 201001177

者基礎(USer base)。主機代管服務控制系統仙提供對主 代管服務21〇之總體控制’且指引路由器、伺服器 在一實施例中’主機代管 壓縮系統、計費及帳務系統等 服務控制系統401實施於以Linux為基礎之分散式處理系統 ^,該處理系統綁定至用於儲存用於使用者資訊、伺服器 資訊及系統統計資料之資料庫的尺八瓜陣 中,除非歸因於其他特^統,否則由主機代管USer base. The colocation service control system provides overall control of the main hosting service 21' and directs the router, the server in one embodiment, the service control system 401 such as the colocation compression system, the billing and accounting system, etc. Linux-based decentralized processing system^, which is bundled into a squad for storing user information, server information, and system statistics, unless attributed to other features Otherwise hosted by the host

實施之各種動作由主機代管服務控制系統4〇1來起始及控 制。 主機代管服務21〇包括許多伺服器4〇2,諸如當前可自 Intel、IBM及Hewiett Packard及其他者得到的彼等伺服 器。或者,可將伺服器402裝配成定製組件组態,或者最 終可將伺服器402整合以便將整個伺服器實施為單一晶 片。儘官此圖為說明起見而展示少數伺服器4〇2,但在實 際部署中,可能存在少至一伺服器4〇2或多達數百萬個或 數百萬個以上伺服器402的伺服器。伺服器4〇2均可以相同 方式組態(作為一些組態參數之實例,具有相同cpu類型及 效能;具有或不具有GPU,且若具有GPU,則具有相同 GPU類型及效能;具有相同數目之cpu& Gpu ;具有相同 量及相同類型/速度之RAM ;及具有相同rAM組態),或伺 服森402之各種子集可具有相同組態(例如,25%之伺服器 可以一特定方式組態,50%之伺服器以一不同方式組態, 且25%之伺服器以又—方式組態),或每個伺服器4〇2可不 同。 139848.doc -49- 201001177 在-實施例中,词服無磁碟,亦即,並非呈有盆 自身的本端大容量儲存器(其為光學或磁性儲存器,或者 以半導體為基礎之儲存器,諸如快閃記憶體或飼服類似功 能之其他大容量儲存構件),每—飼服器經由快速底板或 網路連接而存取共用的大容量儲存器。在一實施例中,此 快速連接為連接至獨立冗餘磁碟陣列(raid)⑽系列 存區域網路(SAN) 4〇3,在使用超高速乙太網路實施之哭 件之間具有連接。如熟習此項技術者已知的,⑽彻可 用於將許多RAID陣列4〇5組合在—起,從而導致極高之頻 覓-接近或可能超過可自用於當前遊戲控制台及%中之 RAM得到的頻寬。此外,儘管基於諸如磁性媒體之旋轉媒 體的RAID陣列經常具有顯著的搜尋時間存取延時,但美 料導體儲存器之^㈣列可實施為具有低得多的^ 延日守。、在另—組態中’一些或所有伺服器402在本端提供 一些或所有其自身的A容量儲存器。舉例而言,飼服器 4〇2可將頻繁存取之資訊(諸如,其作業系統及視訊遊戲或 應用%式之複本)儲存於以低延時本端快閃記憶體為基礎 之儲存為上,但其可利用SAN來存取基於旋轉媒體之具有 較高搜尋延時iRAID陣列4〇5,以較不頻繁地存取幾何形 狀或遊戲狀態資訊之大資料庫。 另外,在—實施例中,主機代管服務210使用下文詳細 描述的低延時視訊壓縮邏輯4〇4。視訊壓縮邏輯4〇4可以軟 肽、硬體或其任何组合來實施(下文描述其特定實施例)。 視訊壓縮邏輯404包括用於壓縮音訊以及視覺材料之邏 139848.doc -50- 201001177 輯。 在作中’當經由鍵盤、滑鼠、遊戲控制器或其他輸入 器件421而玩視訊遊戲或使用使用者場所m處之應用程式 時,用戶端415上之控制信號邏輯化將表示由使用者致動 之杈鈕杈壓(及其他類型之使用者輸入)的控制信號傷a_ b(通常為㈣封包之形式)傳輸至主機代管服務21〇。將來 自^定使用者之控制信號路由至適當飼服器(或若多個飼 服!§'回應於使用去夕私 „„ 輪益件,則路由至多個伺服器) 402。如圖4a中所說明,可铖士 了、由SAN而將控制信號406a路 由至伺服器4〇2。或者或另外,可經由主機代管服務網路 (例如’以乙太網路為基礎之區域網路)而將控制信號· 直接路由至飼服器402。不管控制信號4〇6a-b係如何被傳 輸.亥或β亥等伺服器均回應於控制信號彻_而執行遊戲 或應用程式軟體。儘管圖4a>未說明,但各種網路連接組 件(诸如,防火牆及/或閘道器)可處理主機代管服務2ι〇之 邊緣處(例如’主機代管服務21〇與網際網路.之間认/或 使用者场所211之邊緣處(網際網路41〇與家庭或辦公室用 戶口端川之間)的傳入及傳出的訊務。所執行的遊戲或應用 程式軟體之圖形及音即 办曰Dfl輸出(亦即,新的視訊影像序列)提 供至低延時視訊壓縮邏輯404,低延時視訊壓縮邏輯他根 據低延時視訊壓縮技術(諸如,本文中所描述之彼等技術) 而壓縮視訊影像序列且經由網際網路410(或,如下文所描 述’經由繞過通用網際網路的最佳高速網路服務)而將經 壓縮之視訊流(通常具有經壓縮或未經壓縮之音訊)傳輸回 139848.doc 201001177 至用戶端415。接著,用戶端415上之低延時視訊解壓縮邏 輯4 12解壓縮視訊及音訊流並再現經解壓縮之視訊流,且 通常在顯示器件422上播放經解壓縮之音訊流。或者,可 在與顯示器件4 2 2分開之揚聲器上播放音訊或根本不播放 音訊。注意,儘管輸入器件421及顯示器件422在圖2a及圖 2b中展示為獨立式器件,但其可整合於諸如可攜式電腦或 行動器件之用戶端器件内。 家庭或辦公室用戶端415(先前在圖2a及圖2b中描述為家 庭或辦公室用戶端205)可為非常低廉且低能力之器件,其 具有非常有限之計算或圖形效能且可能具有非常有限之本 端大容量儲存器或不具有本端大容量儲存器。相比之下, 耦合至SAN 403及多個RAID 405之每一伺服器4〇2可為格 外高效能之計算系統,且實際上,若多個伺服器以一並列 處理組態合作地使用,則幾乎不存在對可承受的計算量及 圖形處理能力的限制。此外,由於低延時視訊壓縮4〇4及 低延時視訊解壓縮412(由使用者感知地),所以將伺服器 402之計算能力提供給使用者。當使用者按壓輸入器件 上之按紐日守,顯示益422上之影像被回應於按鈕按壓而更 新(在感知上無有意義之延遲),好像遊戲或應用程式軟體 係在本鳊執行。因此,對於為非常低效能之電腦或僅為實 施低延時視訊解壓縮及控㈣號邏輯413之低廉晶片的家 庭或辦公室用戶端415,自看來在本端可用之遠端位置有 ,地為使用者提供任意計算能力。此為使用者給出用於玩 取问卩自、處理密集的(通常為新的)視訊遊戲及最高效能 139848.doc •52- 201001177 之應用程式的能力。 圖4c展不非常基礎且低廉的家庭或辦公室用戶端器件 465。此器件為來自圖4a及圖仆之家庭或辦公室用戶端 之一實施例。其為約2吋長。其具有與具有乙太網路供電 (P〇E)之乙太網路電纜介接的乙太網路插孔462,該器件自 乙太網路插孔4 6 2得到其電力及其至網際網路之連接性。 該器件能夠在支援網路位址轉譯(NA丁)之網路内執行 NAT在辦么至J衣境中,許多新的乙太網路交換器具有 P〇E且將P〇E直接帶至辦公室中之乙太網路插孔。在此種 情形下,所需的為自壁式插孔至用戶端465之乙太網路電 缓。若可用的乙太網路連接不載運電力(例如,在具有胤 或包、'見數據機但無家庭中),則存在可用的低廉的壁 式「碑塊(brick)」(亦即,電源),其將接受無電力之乙太 網路電纜且輸出具有P〇E之乙太網路。 用戶端465含有耦合至藍芽無線介面之控制信號邏輯 (圖4a)該監芽無線介面與諸如鍵盤、滑鼠、遊戲控制 叩及/或麥克風及/或耳機之藍芽輸入器件479介接。又,用 之貫施例在與顯示器件468耦合的情況下能夠以 120 ^輸出視訊,顯示器件偏能夠支援120 fps視訊且向 一對遮光眼鏡466發信號(通常經由紅外)以對於每-相繼圖 框交替地遮蔽一隹眼垃里# 、 又眼接者遮敝另一隻眼。使用者所感覺之 i應為-跳出」顯示螢幕之立體扣影像。支援該操作之一 種α亥顯不益件468為s_ung mow。因為用於每一隻 眼之視戒流係單獨的,戶斤以在兩個獨立視訊流係由主機代 139848.doc -53* 201001177 官服務210壓縮的一實施例+,圖框在時間上交錯,且圖 框在用戶端465内係以兩個獨立解壓縮過程來解壓縮。 用戶端465亦含有低延時視訊解壓縮邏輯412,其解壓縮 傳入的視訊及音訊且經由HDMI(高清晰度多媒體介面)、 連接器463輸出,HDMI(高清晰度多媒體介面)、連接器 463插入於SDTV(標準清晰度電視)或hdtv(高清晰度電 視)468中,從而向TV提供視訊及音訊,或插入於支援 HDMI之監視468中。若使用者之監視器468不支援 HDMI,則可使用HDMI至DVI(數位視覺介面),但音訊將 丟失。在HDMI標準下,顯示能力(例如,所支援之解析 度,圖框速率)464係自顯示器件468傳達,且接著經由網 際網路連接462將此資訊傳回至主機代管服務21〇,因此主 機代管服務210可使經壓縮之視訊以適合於該顯示器件之 格式串流。 圖4d展示家庭或辦公室用戶端器件4乃,除了用戶端器 件475具有更多外部介面之外,其與圖4c中所展示之家庭 或辦公室用戶端器件465相同。又,用戶端475可接受p〇E 來供電,或者其可佔用插入牆壁中之外部電源配接器(未 圖不)。視訊相機477使用用戶端475 USB輸入將經壓縮之 視訊提供至用戶端475,經壓縮之視訊由用戶端475上載至 主機代官服務21 0以用於下文所描述之用途。將利用下文 所描述之壓縮技術將低延時壓縮器建置於相機477中。 除具有用於其網際網路連接之乙太網路連接器之外,用 戶端475亦具有至網際網路之8〇211 g無線介面。兩種介面 139848.doc -54- 201001177 均能夠在支援NAT之網路内使用NAT。 又,除具有用於輸出視訊及音訊之HDMI連接器之外, 用戶端475亦具有雙鏈接DVI-I連接器,雙鏈接DVI-I連接 器包括類比輸出端(且具有將提供VGA輸出之標準配接器 電纜)。其亦具有用於複合視訊及S視訊之類比輸出端。 對於音訊,用戶端475具有左/右類比立體RCA插孔,且 對於數位音訊輸出,其具有TOSLINK輸出端。 除了至輸入器件479之藍芽無線介面之外,其亦具有用 於介接至輸入器件之USB插孔。 圖4e展示用戶端465之内部架構之一實施例。該圖中所 展示的所有器件或一些器件可實施於場可程式化邏輯陣 列、定製ASIC中或若干個離散器件(定製設計或者現成的) 中〇 具有PoE之乙太網路497附接至乙太網路介面48 1。電力 499係自具有PoE之乙太網路497得到且連接至用戶端465中 之其餘器件。匯流排480為用於器件之間的通信之公同匯 流排。 執行來自快閃記憶體476之小用戶端控制應用程式的控 制CPU 483(幾乎任何小CPU係適當的,諸如具有嵌入式 RAM的100 MHz下的MIPS R4000系列CPU)實施用於網路 (亦即,乙太網路介面)之協定堆疊且亦與主機代管服務2 1 0 通信,並組態用戶端465中之所有器件。其亦處理與輸入 器件469之介面並將封包(必要時,連同受前向錯誤校正保 護之使用者控制器資料一起)發送回至主機代管服務2 1 0。 139848.doc -55- 201001177 又’控制C P U 4 8 3 &視封包訊務(例如,封包係丢失還是延 遲,以及其到達之時間戳)。將此資訊發送回至主機代管 服務210,以使得其可恆定地監視網路連接且相應地調整 其發送之内容。最初在製造時為快閃記憶體476載入用於 控制CPU 483之控制程式以及對於特定用戶端465單元而言 唯一的序號。此序號允許主機代管服務21〇唯一地識別用 戶端465單元。 藍芽介面484經由其天線(在用戶端465内部)無線地通信 至輸入器件469。 視訊解壓縮器486為經組態以實施本文中所描述之視訊 解屋縮的低延時視訊解壓縮器。大量視訊解I缩器件存 在,或者為現成產品,或者作為具有可整合於fpga或定 製ASIC中的設計之智慧產權(IP)。—提供用於H.264解碼The various actions implemented are initiated and controlled by the host hosted service control system 〇1. The colocation service 21 includes a number of servers 4, such as those currently available from Intel, IBM, and Hewiett Packard, among others. Alternatively, the server 402 can be assembled into a custom component configuration, or the server 402 can ultimately be integrated to implement the entire server as a single wafer. This figure shows a few servers 4〇2 for illustrative purposes, but in actual deployment, there may be as few as one server 4〇2 or as many as millions or millions of servers 402. server. Servers 4〇2 can be configured in the same way (as some examples of configuration parameters, with the same cpu type and performance; with or without GPU, and with GPU, with the same GPU type and performance; with the same number Cpu&Gpu; RAM with the same amount and same type/speed; and with the same rAM configuration), or various subsets of servos 402 can have the same configuration (for example, 25% of the servers can be configured in a specific way) 50% of the servers are configured in a different way, and 25% of the servers are configured in a re-method, or each server 4〇2 can be different. 139848.doc -49- 201001177 In the embodiment, the word is free of magnetic disks, that is, not the local bulk storage device with the basin itself (which is an optical or magnetic storage device, or a semiconductor-based storage). A large-capacity storage device such as a flash memory or a feed-like function, each of which accesses a shared mass storage via a quick backplane or network connection. In one embodiment, the quick connect is connected to a separate redundant disk array (10) series of local area network (SAN) 4〇3, with connections between cryings implemented using ultra-high speed Ethernet. . As is known to those skilled in the art, (10) can be used to combine many RAID arrays 4〇5, resulting in extremely high frequencies - close to or possibly exceeding the RAM available for use in current game consoles and % The resulting bandwidth. Moreover, while RAID arrays based on rotating media such as magnetic media often have significant seek time access delays, the (4) column of the US conductor storage can be implemented to have a much lower latency. In another configuration, some or all of the servers 402 provide some or all of their own A-capacity storage at the local end. For example, the feeding device 4〇2 can store frequently accessed information (such as a copy of its operating system and video game or application %) in a low-latency local flash memory based storage. However, it can utilize a SAN to access a large library of rotating media based iR arrays 4〇5 with higher seek latency to access geometry or game state information less frequently. Additionally, in an embodiment, the colocation service 210 uses the low latency video compression logic 4〇4 described in detail below. The video compression logic 4〇4 can be implemented in soft peptides, hardware, or any combination thereof (the specific embodiments thereof are described below). Video compression logic 404 includes logic for compressing audio and visual material. 139848.doc -50-201001177. In the process of 'playing a video game via a keyboard, mouse, game controller or other input device 421 or using an application at the user's premises m, the control signal logic on the client 415 will indicate that the user is The control signal of the button (and other types of user input) is ab (usually in the form of a (4) packet) transmitted to the colocation service 21〇. In the future, the control signal from the user will be routed to the appropriate feeder (or if multiple feeds! § 'Respond to the use of the singular „„ As illustrated in Figure 4a, the control signal 406a can be routed to the server 4〇2 by the SAN. Alternatively or additionally, the control signal can be routed directly to the feeder 402 via a colocation service network (e.g., an Ethernet network based on the Ethernet). Regardless of how the control signals 4〇6a-b are transmitted, servers such as Hi or βH are executed in response to the control signal to execute the game or application software. Although not illustrated in Figure 4a, various network connection components (such as firewalls and/or gateways) can handle the hosted services at the edge of the network (e.g., 'hosting services 21' and the Internet. Incoming and outgoing traffic at the edge of the user's premises 211 (between the Internet 41〇 and the home or office user's mouth). The graphics and sounds of the executed game or application software That is, the DFL output (i.e., the new video image sequence) is provided to the low latency video compression logic 404, which compresses the low latency video compression technology (such as the techniques described herein). Video video sequence and compressed video stream (typically with compressed or uncompressed audio) via the Internet 410 (or, as described below, 'Best high speed network service bypassing the universal Internet) Transferring back 139848.doc 201001177 to the client 415. The low latency video decompression logic 4 12 on the client 415 decompresses the video and audio streams and reproduces the decompressed video stream, and The decompressed audio stream is often played on the display device 422. Alternatively, the audio can be played on a separate speaker from the display device 42 or the audio is not played at all. Note that although the input device 421 and the display device 422 are in Figure 2a and Shown in Figure 2b as a stand-alone device, but it can be integrated into a client device such as a portable computer or mobile device. Home or office client 415 (previously described as a home or office client in Figures 2a and 2b) 205) may be a very low cost and low capability device with very limited computational or graphical performance and may have very limited local large capacity storage or no local mass storage. In contrast, coupled to Each server 4〇2 of the SAN 403 and the plurality of RAIDs 405 can be an extraordinarily high-performance computing system, and in fact, if a plurality of servers are cooperatively used in a parallel processing configuration, there is almost no affordable The calculation amount and the limitation of the graphics processing capability. In addition, due to the low-latency video compression 4〇4 and the low-latency video decompression 412 (perceived by the user), the server 402 is The computing power is provided to the user. When the user presses the button on the input device, the image on the display benefit 422 is updated in response to the button press (with no meaningful delay in perception), as if the game or application soft system Execution at this point. Therefore, for a very low-performance computer or a home or office client 415 that only implements low-latency video decompression and control (4) logic 413 low-cost chips, it seems to be available at the local end. The location provides the user with any computing power. This gives the user an application for playing the self-contained, intensive (usually new) video game and the highest performance 139848.doc •52- 201001177 Ability. Figure 4c shows a very low-cost, low-cost home or office client device 465. This device is an embodiment of the home or office client from Figure 4a and the servant. It is about 2 inches long. It has an Ethernet jack 462 that interfaces with an Ethernet cable (Ethernet-powered (P〇E)) that receives its power from the Ethernet jack 4 6 2 and its access to the Internet. Network connectivity. The device is capable of performing NAT operations in a network that supports network address translation (NA Ding). Many new Ethernet switches have P〇E and bring P〇E directly to Ethernet jack in the office. In this case, the required Ethernet power from the wall jack to the client 465 is required. If the available Ethernet connection does not carry power (for example, if you have a 胤 or package, 'see data machine but no home), then there is a cheap wall-type "brick" available (ie, power supply) ), it will accept an etherless Ethernet cable and output an Ethernet network with P〇E. The client 465 contains control signal logic coupled to the Bluetooth wireless interface (Fig. 4a). The supervisory wireless interface interfaces with a Bluetooth input device 479 such as a keyboard, mouse, game console and/or microphone and/or earphone. Moreover, in the case of coupling with the display device 468, the video can be output at 120^, the display device can support 120 fps video and signal a pair of shading glasses 466 (usually via infrared) for each-succession The frame alternately obscures one eye and the other eye. The user should feel that i should be - jumped out to display the stereoscopic image of the screen. One of the operations is supported. The alpha haiming piece 468 is s_ung mow. Because the eye-flow system for each eye is separate, the frame is interleaved in time by an embodiment in which two independent video streams are compressed by the host 139848.doc -53* 201001177 official service 210. And the frame is decompressed in the client 465 by two independent decompression processes. The client 465 also includes low-latency video decompression logic 412, which decompresses incoming video and audio and outputs via HDMI (High Definition Multimedia Interface), connector 463, HDMI (High Definition Multimedia Interface), connector 463 It is inserted in SDTV (standard definition television) or hdtv (high definition television) 468 to provide video and audio to the TV, or to be inserted into the monitoring 468 supporting HDMI. If the user's monitor 468 does not support HDMI, HDMI to DVI (Digital Visual Interface) can be used, but the audio will be lost. Under the HDMI standard, display capabilities (eg, supported resolution, frame rate) 464 are communicated from display device 468, and then this information is passed back to the colocation service 21 via Internet connection 462, thus The colocation service 210 can compress the compressed video in a format suitable for the display device. Figure 4d shows the home or office client device 4, which is identical to the home or office client device 465 shown in Figure 4c, except that the client device 475 has more external interfaces. Again, the client 475 can accept p〇E to power, or it can occupy an external power adapter (not shown) that is plugged into the wall. The video camera 477 provides the compressed video to the client 475 using the client 475 USB input, and the compressed video is uploaded by the client 475 to the host representative service 210 for use as described below. The low latency compressor will be built into camera 477 using the compression techniques described below. In addition to having an Ethernet connector for its Internet connection, the client 475 also has an 8 〇 211 g wireless interface to the Internet. Both interfaces 139848.doc -54- 201001177 are capable of using NAT within a network that supports NAT. In addition to the HDMI connector for outputting video and audio, the client 475 also has a dual-link DVI-I connector, and the dual-link DVI-I connector includes an analog output (and has a standard that will provide VGA output). Adapter cable). It also has an analog output for composite video and S video. For audio, the client 475 has a left/right analog stereo RCA jack and has a TOSLINK output for digital audio output. In addition to the Bluetooth wireless interface to input device 479, it also has a USB jack for interfacing to the input device. Figure 4e shows an embodiment of the internal architecture of the client 465. All or some of the devices shown in this figure can be implemented in field programmable logic arrays, custom ASICs, or several discrete devices (custom design or off-the-shelf). Ethernet 497 with PoE To the Ethernet interface 48 1. Power 499 is derived from Ethernet 497 with PoE and is connected to the remaining devices in client 465. Bus 480 is a common bus for communication between devices. The control CPU 483 that executes the small client control application from flash memory 476 (almost any small CPU is suitable, such as the MIPS R4000 series CPU at 100 MHz with embedded RAM) is implemented for the network (ie The protocol of the Ethernet interface is also stacked and also communicates with the colocation service 2 1 0 and configures all devices in the client 465. It also processes the interface with the input device 469 and sends the packet (along with the user controller data subject to the forward error correction protection) back to the colocation service 2 1 0. 139848.doc -55- 201001177 Also, 'controls C P U 4 8 3 & sees packet traffic (for example, whether the packet is lost or delayed, and the timestamp of its arrival). This information is sent back to the colocation service 210 so that it can constantly monitor the network connection and adjust the content it sends accordingly. The flash memory 476 is initially loaded with a control program for controlling the CPU 483 and a serial number unique to the particular client 465 unit at the time of manufacture. This sequence number allows the colocation service 21 to uniquely identify the user 465 unit. The Bluetooth interface 484 wirelessly communicates to the input device 469 via its antenna (within the client 465). Video decompressor 486 is a low latency video decompressor configured to implement the video decoupling described herein. A large number of video solutions exist, either as off-the-shelf products or as intellectual property (IP) with a design that can be integrated into an fpga or custom ASIC. - provided for H.264 decoding

Australia^Ocean Logic of Manly 〇 使用I:之優點在於:本文中所使用之壓縮技術與壓縮標準 不相:。—些標準解壓縮器足夠靈活以經組態以適應本文 中之壓縮技術,但一些標準解壓縮器可能並非如此。但 是,在ip之情況下,在視需要而重新設計解壓縮器: 完全靈活性。 視訊解壓縮器之輪出端耦合至視訊輸出子系統487, =輸出子系統487將視訊輕合至HDMI介面例之視訊輸 器 曰訊解壓縮子系統4 8 8或者使 來實施’或者其可實施為Ip 用可用的標準 ’或者可在可 音訊解壓縮 (例如)實施 139848.doc •56- 201001177Australia^Ocean Logic of Manly 〇 The advantage of using I: is that the compression technique used in this article is not the same as the compression standard: Some standard decompressors are flexible enough to be configured to accommodate the compression techniques in this article, but some standard decompressors may not. However, in the case of ip, the decompressor is redesigned as needed: full flexibility. The round output of the video decompressor is coupled to the video output subsystem 487, and the output subsystem 487 combines the video to the video device of the HDMI interface, or the device is implemented. Implemented as a standard available for Ip' or can be implemented in audio decompression (for example) 139848.doc •56- 201001177

Vorbis音訊解壓縮器之控制處理器483内實施音訊解壓縮。 實施音訊解壓縮之器件耦合至音訊輸出子系統489,音 訊輸出子系統489將音訊耦合至HDMI介面490之音訊輸出 端。 圖4f展示用戶端475之内部架構之一實施例。如可見, 除額外介面及來自插入牆壁中之電源配接器的可選外部 DC電力(且若如此使用,則可選外部DC電力替換將來自乙 太網路PoE 497之電力)之外,該架構與用戶端465之架構 相同。下文中將不重複與用戶端465共同之功能性,但將 額外功能性描述如下。 CPU 483與額外器件通信且組態額外器件。The audio decompression is implemented in the control processor 483 of the Vorbis audio decompressor. The device that implements the audio decompression is coupled to an audio output subsystem 489 that couples the audio to the audio output of the HDMI interface 490. Figure 4f shows an embodiment of the internal architecture of the client 475. As can be seen, in addition to the additional interface and optional external DC power from the power adapter plugged into the wall (and if so, the optional external DC power replacement will be from the Ethernet PoE 497), The architecture is the same as that of the client 465. The functionality common to the client 465 will not be repeated below, but the additional functionality will be described below. The CPU 483 communicates with additional devices and configures additional devices.

WiFi子系統482經由其天線提供無線網際網路存取,作 為對乙太網路497之替代。WiFi子系統可購自多家製造 商,包括 CA之 Santa Clara之 Atheros Communications。 USB子系統485提供對用於有線USB輸入器件479之藍芽 通信的替代。USB子系統相當標準且可容易地用於FPGA 及ASIC,且經常建置於執行如視訊解壓縮之其他功能的現 成器件中。 與用戶端465内之視訊輸出相比較,視訊輸出子系統487 產生較寬範圍之視訊輸出。除提供HDMI 490視訊輸出之 外,其提供DVI-I 491、S-視訊492及複合視訊493。又,當 DVI-I 49 1介面係用於數位視訊時,將顯示能力464自顯示 器件傳回至控制CPU 483,以使得其可向主機代管服務210 通知顯示器件478之能力。由視訊輸出子系統487提供之所 139848.doc -57- 201001177 有介面均為相當標準之介面且容易以許多形式可用。 音訊輸*子系、,统489經由數位介面494(S/PDIF及/或The WiFi subsystem 482 provides wireless internet access via its antenna as an alternative to Ethernet 497. The WiFi subsystem is available from a number of manufacturers, including Atheros Communications of Santa Clara, CA. USB subsystem 485 provides an alternative to Bluetooth communication for wired USB input device 479. The USB subsystem is fairly standard and can be easily used in FPGAs and ASICs, and is often built into existing devices that perform other functions such as video decompression. The video output subsystem 487 produces a wider range of video outputs than the video output in the client 465. In addition to providing HDMI 490 video output, it provides DVI-I 491, S-Video 492 and Composite Video 493. Also, when the DVI-I 49 1 interface is used for digital video, the display capability 464 is passed back from the display device to the control CPU 483 so that it can notify the host escrow service 210 of the capabilities of the display device 478. The 139848.doc -57-201001177 interface provided by the video output subsystem 487 is a fairly standard interface and is readily available in many forms. Audio input*, system 489 via digital interface 494 (S/PDIF and/or

Toshnk)數位地輸出音訊且經由立體類比介面奶輸出類比 形式之音訊。 來回行程延時分析 當然,為了實現前-段之利益,使用者使用輸入器件 42:之動作與在顯示器件㈣上看見彼動作之後果之間的來 回行程延時應不大於7〇毫秒_8〇毫秒。此延時必須考慮在 自使用者場所211中之輸入器件421至主機代管服務⑽及 再次返回至使用者場所211至顯示器件422之路徑中的所有 因素。圖4b說明各種組件及網路(信號必須經由並行進 且1 匕等組件及網路上方的為時刻表,該時刻表列出實際實 重要路徑路由。下文j二:__化以便僅展示 相於錢之其他特徵之資料的其 —这―。雙頭箭頭(例如’箭頭453)指示來回行程延時且單 頭前頭(例如,箭頭457)指示單向延且「 旦-Blrfc 〜」表示近似 y。應指出’將存在所列之延時不可達成的真實世界情 ::但在大量狀況下,在美國,使用至使用者場= 肌及電㈣據機連接,此等延時可在下 情形中達成。又,注意,儘管至網際網路之二= 接性的確將在所屏示 & 气,,、、v泉連 巢式f #/ … I H # A f數當前美國蜂 糾 (EVDG)招致非常高之延時且將不此 :達細中所展示之延時。然而,此等基本 月心夠貫施此位準之延時的未來蜂巢式技術上實施。 139848.doc •58- 201001177 • 自使用者場所211處之輸人器件421開始,—旦使用者致 動輸入器件4 21,対、胺#田土 u·, . 就將使用者控制信號發送至用戶端 .‘ 4_15(其。可為諸如機頂盒之獨立器件,或其可為在諸如pc或 行動器件之另-器件中執行的軟體或硬體),且將其封包 化(在-實施例中以膽格式)並為封包給出目的地位址以 到達主機代管服務2 ;! 〇。封包將亦含有用於指示控制信號 係來自那個使用者的貧訊。接$經由防火牆/路由器/ (NAT(網路位址轉譯)器件443將控制信號封包轉遞至纵时 面442。WAN介面442為由使用者之lsp(網際網路服務提供 者)提供至使用者場所2Π的介面器件。WAN介面442可為 電纜或DSL數據機、WiMax收發器、光纖收發器、蜂巢式 資料介面、電力線網際網路協定介面(Internet pr〇t〇c〇i_ 〇Ver-P〇werline interface),或至網際網路之許多介面中的 任何其他介面。另外,可將防火牆/路由器/ΝΑτ器件 443(及(可能地)WAN介面442)整合於用戶端415中。此之一 〇 實例將為行動電話,其包括用於實施家庭或辦公室用戶端 415之功能性的軟體,以及用於經由某一標準(例如, 802· 11 g)而無線地路由及連接至網際網路的構件。 WAN介面442接著將控制信號路由至本文中所稱的用於 使用者之網際網路服務提供者(lsp)的「存在點」441, WAN介面442為提供連接至使用者場所2丨丨之WAN輸送器與 通用網際網路或私用網路之間的介面的設施。存在點之特 性將視所提供之網際網路服務的性質而改變。對於Dsl, 其通系將為DSLAM所疋位之電話公司中央辦公室。對於 139848.doc -59- 201001177 電纜數據機,其通常將為電瞀 电、4多糸統運營商(MSO)頭端。 對於蜂巢式系統,立通當骑& … '、 f為與蜂巢式塔相關聯的控制 至。但無論存在點之性質々揭 ,, 貝心樣,其均將接著將控制信號封 包路由至通用網際網路4丨〇。 纷接者經由將最可能係光纖收 务裔介面之介面將控制信號封包路由至獅介面444至主 機代管服務2U)。WAN 444將接著將控制信號封包路由至 ,由邏輯彻(其可以許多不同方式來實施,包括乙太網路 父換盗及路由伺服器、),路由邏輯彻估計使用者之位址且 將控制信號路由至用於給定使用者之正確的伺服器— 伺服器402接著將該等控制信號視為在伺服器4〇2上執行 之遊戲或應用程式軟體的輸人且使用該等控制信號來處理 遊戲或應用程式之下-個圖框。一旦產生下一個圖框,就 將視Λ及曰況自伺服态402輪出至視訊壓縮器4〇4。可經由 各種構件將視訊及音訊自伺服器·輸出至壓縮器4〇4。首 先,可將壓縮器404建置於伺服器4〇2中,因此可在伺服器 4〇2内在本端實施壓縮。或者,可經由至網路(其或者為飼 服器402與視訊壓縮器4〇4之間的私用網路,或者為經由諸 如SAN 403之共用網路的網路)之網路連接(諸如,乙太網 路連接)以封包化形式輸出視訊及/或音訊。或者,可經由 視訊輸出連接器(諸如,DV:utVGA連接器)將視訊自伺服 盗402輸出’且接著由視訊壓縮器4〇4來俘獲。又,可將音 自伺服斋402輸出為數位音訊(例如,經由t〇SLINk或 S/PDIF連接态)或類比音訊,類比音訊由視訊壓縮器内 之音訊壓縮邏輯來數位化並編碼。 139848.doc -60· 201001177Toshnk) outputs audio digitally and outputs an analog analog video via stereo analog interface milk. Round trip delay analysis Of course, in order to achieve the benefits of the front-end, the user's action of using the input device 42: and the effect of the back-and-forth between the action on the display device (4) should be no more than 7 milliseconds _8 milliseconds . This delay must account for all factors in the path from the input device 421 in the user premises 211 to the colocation service (10) and back to the user premises 211 to display device 422 again. Figure 4b illustrates the various components and networks (the signals must pass through and travel, and the components above the network and the timetable above the network are the timetables, which list the actual real important path routes. Below j: __ to show only the phase The data of the other characteristics of the money - this double arrow (such as 'arrow 453') indicates the round trip delay and the head of the single head (for example, arrow 457) indicates a one-way extension and " Dan-Blrfc ~" indicates an approximate y It should be noted that there will be real world conditions that cannot be reached by the listed delays: but in a large number of situations, in the United States, use to the user field = muscle and electricity (four) machine connection, these delays can be achieved in the following situations. Also, note that although the Internet to the second = connection will indeed be on the screen & gas,,,, v spring nesting f #/ ... IH # A f number of current American bee (EVDG) incurs very High latency and will not be the same: the delay shown in the fine. However, these basic moons are implemented on the future honeycomb technology with a delay of this level. 139848.doc •58- 201001177 • Self-user The input device 421 at the location 211 begins, as soon as The user actuates the input device 4 21, 対, amine #田土,, and sends a user control signal to the user terminal. '4_15 (which may be a stand-alone device such as a set top box, or it may be in a pc or The software or hardware implemented in the other device of the mobile device, and packetized (in the embodiment - in bold format) and given the destination address for the packet to reach the colocation service 2;! 〇. It will also contain a message indicating that the control signal is from that user. The control signal packet is forwarded to the vertical plane 442 via the firewall/router/NAT (Network Address Translation) device 443. The WAN interface 442 The interface device provided by the user's lsp (internet service provider) to the user's premises. The WAN interface 442 can be a cable or DSL data machine, a WiMax transceiver, a fiber optic transceiver, a cellular data interface, and a power line network. Network protocol interface (Internet pr〇t〇c〇i_ 〇Ver-P〇werline interface), or any other interface in many interfaces of the Internet. In addition, firewall / router / ΝΑτ device 443 (and ( Possibly) WAN The interface 442) is integrated into the client 415. One such instance would be a mobile phone that includes software for implementing the functionality of the home or office client 415, as well as for passing a certain standard (eg, 802.11) g) wirelessly routing and connecting to the components of the Internet. The WAN interface 442 then routes the control signals to the "presence point" 441 referred to herein as the Internet service provider (lsp) for the user. The WAN interface 442 is a facility that provides an interface between the WAN transporter connected to the user premises and the general Internet or private network. The nature of the point of existence will vary depending on the nature of the Internet service provided. For Dsl, the system will be the central office of the telephone company where the DSLAM is located. For the 139848.doc -59- 201001177 cable modem, it will typically be the head of the electric power, 4 multi-system operator (MSO). For the honeycomb system, Litong is riding & ... ', f is the control associated with the honeycomb tower. However, regardless of the nature of the point, it will then route the control signal packet to the universal Internet. The splicer routes the control signal packet to the lion interface 444 to the host escrow service 2U via the interface that is most likely to be the fiber-optic interface. WAN 444 will then route the control signal packets to the logical (which can be implemented in many different ways, including the Ethernet parent exchange and routing server), routing logic to fully estimate the user's address and will control The signals are routed to the correct server for a given user - the server 402 then treats the control signals as inputs to the game or application software executing on the server 4〇2 and uses the control signals to Handle the game or application under a frame. Once the next frame is generated, the view and status are rotated from the servo state 402 to the video compressor 4〇4. The video and audio can be output from the server to the compressor 4〇4 via various components. First, the compressor 404 can be built in the server 4〇2, so compression can be performed at the local end in the server 4〇2. Alternatively, it may be connected via a network to the network (either a private network between the feeder 402 and the video compressor 4〇4, or a network via a shared network such as the SAN 403) (such as , Ethernet connection) output video and / or audio in a packetized form. Alternatively, the video can be output from the servo hack 402 via a video output connector (such as a DV: ut VGA connector) and then captured by the video compressor 4 〇 4 . Alternatively, the tone can be output as a digital audio (e.g., via a t〇SLINk or S/PDIF connection state) or analog audio, and the analog audio is digitized and encoded by the audio compression logic within the video compressor. 139848.doc -60· 201001177

一旦視訊壓縮Is 404已俘獲來自伺服器4〇2之視訊圖框及 在彼圖框時間期間所產生之音訊,則視訊壓縮器將使用不 文所描述之技術麼縮視訊及音訊。一旦視訊及音訊被壓 縮,就藉由一位址將其封包化以將其發送回至使用者之用 戶端415,且將其路由至WAN介面444,WAN介面444接著 經由通用網際網路410路由視訊及音訊封包,通用網際網 路410接著將視訊及音訊封包路由至使用者之isp的存在點 441 ’存在點44〗將視訊及音訊封包路由至使用者場所處之 WAN介面442 ’ WAN介面442將視訊及音訊封包路由至防 火牆/路由器/NAT器件443 ’防火牆/路丨器/歸器件料3接 著將視訊及音訊封包路由至用戶端4丨5。 用戶端415解壓縮視訊及音訊,且接著在顯示器件 422—(或用戶端之内置顯不器件)上顯示視訊並將音訊發送至 顯Μ件422或至單獨的放大器/揚聲器或至建置於用戶端 中之放大器/揚聲器。 /用者€覺_才所描述之整個過程在感知上無滞 後-來口仃耘延遲需要小於70毫秒或80毫秒。所描述之來 回行程路徑中的—些延時延遲受主機代管服務2U)及/或使 = ^ ’而其他的延時延遲不受主機代管服務210及/ 或使用者之控制。^ “如此’基於大量真實世界情況之分 析及心式,以下為近似量測。 j於發⑲制信號之單向傳輸時間…通常小於1毫秒, 红使用者場所之來回行程路由M2通常係 上的易得之消費去你 ’、 乙太、.罔路 費者級防火牆/路由器/ΝΑΤ交換器而在約1毫 139848.doc -61 · 201001177 心内凡成。使用者ISP廣泛地改變其來回行程延遲,但 在DSL及電纜數據機提供者之情況下,通常看見其在毫 秒與25毫秒之間。通用網際網路41〇上之來回行輕延時可 視A務被如何路由及路線上是否存在任何故障(且此等問 0在下文加以述)而極大地改變,但通常通用網際網路 提供相當最佳的路由且延時很大程度上係由光穿過光纖之 速度⑽定至目的地之距離)來判定。如下文進一步論述, 已確疋1GGG央里作為期望將主機代管服務川遠離使用者 場所置放的大致最遠距離。在1〇〇〇英里處(來回行程 200古0英里),用於信號經由網際網路之實際傳輸時間為約 22¾ &至主機代官服務21q之wan介面⑽通常為具有可 心^之延時的商業級光纖高速介面。因此,通用網際網路 延時4 5 4通常係在1毫秒盘〗 * 秒之間。經由主機代管服務 早向路由455延時可在小於1毫秒内達成。伺服器術 ^常將在小於-圖框時間(其在6〇如下為Μ毫秒)之 中計算用於遊戲或應心式之新圖框,因此16毫秒為將使 ^的:理的最大單向延時456。在本文中所描述之視 …訊壓縮演算法之最佳硬體實施中,壓縮457可在!毫 秒内完成。在次佳版本中,懕 + 更欠佳之版本可花費更長時門化費夕達6毫秒(當然’ ,A 賈更長日•但該等實施將影響來回行 :之、‘延時且將需要其他延時較短(例如,可減小經由通 用/網際網路之可允許的距離)以維持7g毫秒⑽毫秒 ==慮網=454,_453及使用者場所 K丁私I &,因此剩餘的為視訊解壓縮458延 139848.doc •62· 201001177 曰守視αΐ1解壓縮458延時取決於視訊解壓縮458是實施於專 用硬體中還是實施於用戶端器件415(諸如,pc或行動器 件)上之軚體中,可視顯示器之大小及解壓縮之效能而 改變。通常,解壓縮458花費1毫秒與8毫秒之間的時間。 因此’可藉由將在實踐中所見的所有最糟狀況之延時加 在起來判疋圖4a中所展示之系統之使用者可預期將經歷的 最糟狀況之來回行程延時。其為:出+25+22+ι + ΐ6+6制〇 毫心。此外,貫際上,在實踐中(具有下文所論述的防止 為解之口兒明)’此大致為使用圖4a中所展示之系統之原型 版本(在關使用現成的Wind〇ws pc作為用戶端器件及家 庭DSL及電缓數據機連接)所見的來回行程延時。當然,優 於最糟狀況之情況可導致短得多的延時,但不可依賴其來 開發廣泛使用之商業服務。 為了經由通用網際網路達成圖仆中所列出之延時,需要 用戶端化中之視訊M縮器_及視訊解壓縮器412(來自而圖 4a)產生具有㈣特定的特性之封包流,以使得經由自主 機代管服務21〇至顯示器件422之整個路徑所產生的封包序 列不經受延遲或過多封包丢失’且詳言之,始終如一地落 在經由使用者之網際網路連接(經由_介面442及防火於/ 路由器/NAT 433)w使用者的頻寬之約束内。回另 外’視訊I縮器必須產生足夠強健之封包流,以使得以 2在正常網際網路及網路傳輪中出現的不可避免的封包 丟失及封包重排序。 低延時視訊壓縮 139848.doc •63· 201001177 為了完成上述目標,一實施例採用新的視訊壓縮方法, 該方法降低用於傳輸視訊之延時及峰值頻寬要求。在描述 此等貫施例之前,將關於圖5及圖6a至圖6b提供對當前視 訊i缩技術之分析。當然,若使用者具備足以處理此等技 術所需之資料速率的頻寬,則此等技術可根據基本原理來 使用^主忍、本文中不解決音訊壓、缩,而是陳述音訊壓縮 係與視訊壓縮同時且同步地來實施。滿足用於此系統之要 求的先前技術音訊壓縮技術存在。 四圖5說明用於壓縮視訊之—特定先前技術,纟中由壓縮 邏輯520使用特定壓縮演算法來壓縮每一個別視訊圖框 5〇1-503以產生一系列經I縮之圖框511-513。此技術之一 實施例係「運動JPEG」,其中根據聯合圖像專家群(JPEG) 壓縮演算法基於離散餘弦變換(DCT)來I缩每—圖框。可 使用各種不同類型之壓縮演算法U,仍遵守此等基本 原理(例如’以小波為基礎之壓縮演算法,諸如jpEG_ 2000) 〇 此頰型壓縮之一問題在 '、w _柩心頁科i| ^但其不利用相繼圖框之間的類似性來減小總視訊流4 貝枓速率。舉例而言,如圖5中所說明,假定640χ480χ2 ^ /像素=640*彻*24/8/1 〇24 = _千位元組/圖框(Μ, a 框)之圖框速率,則對认旦 u 、、,,°疋〇〇質之衫像,運動JPEG可敲 僅將該流壓縮1/10,從產 攸向座生y〇 KB/圖框之資料流。在6丨 圖框/秒下,此將需 而要90 KB 8位兀60圖框/秒=42.2 Mbp '、I頻見’其對於美國現今幾丰耕古从a 、函見成子所有的豕庭網際網路i| 139848.doc -64- 201001177 ' 、字為極回之頻寬,且對於許多辦公室網際網路連接 • °為過间之頻寬。貫際上,假定其在此種高頻寬之情況 . =求恆定資料流’且其將僅伽-使用者,則即使在辦 ♦ 衣兄中,其亦將消耗1 0〇 Mbps乙太網路[ΑΝ之頻 <的大百刀比及支援LAN之負擔沉重的乙太網路交換器。 口此w與其他壓縮技術(諸如下文所描述之彼等技術)相 匕較^帛於運動視訊之壓縮無效率。此外,使用有損麗 (★寅二法之單圖框壓縮演算法(如JPEG及JPEG-2000)產 、纟在:止影像中可能不引人注意的壓縮假影(例如,場景 中之检集樹葉内之假影可能不呈現為假影,因為眼並不綠 刀地矣道密集樹葉應如何呈現)。但是,一旦場景係在運 β中饭〜就可忐突出,因為眼偵測到自圖框至圖框而改 變:假影,儘管假影係在場景之區域(在該區域中,假影 爭〜像中可忐不引人注意)中。此導致圖框序列中之 月景雜訊」之咸矣口,兮「北& a; A ^ 3亥背景雜訊」之外觀與邊緣類比Once the video compression Is 404 has captured the video frame from the server 4〇2 and the audio generated during the frame time, the video compressor will use the technique described in the text to reduce the video and audio. Once the video and audio are compressed, they are packetized by an address to send it back to the user's client 415 and routed to the WAN interface 444, which then routes via the universal Internet 410. For video and audio packets, the universal Internet 410 then routes the video and audio packets to the user's isp location 441 'Existence 44' to route the video and audio packets to the WAN interface 442 'WAN interface 442 at the user's premises. Routing the video and audio packets to the firewall/router/NAT device 443 'Firewall/Router/Return to Device 3 and then route the video and audio packets to the client 4丨5. The client 415 decompresses the video and audio, and then displays the video on the display device 422 (or the built-in display device on the user side) and sends the audio to the display 422 or to a separate amplifier/speaker or to the built-in The amplifier/speaker in the client. /Users _ _ The entire process described is sensible without lag - the lingering delay needs to be less than 70 milliseconds or 80 milliseconds. Some of the delay delays described in the return path are subject to the colocation service 2U) and/or = ^ ' while other delay delays are not controlled by the colocation service 210 and/or the user. ^ "So" is based on a large number of real world situation analysis and heart type, the following is an approximate measurement. j unidirectional transmission time of the 19-signal signal... usually less than 1 millisecond, the red-user location of the round-trip route M2 is usually attached The easy-to-obtain consumption goes to you', E-Tai, . Lulu-level firewall/router/ΝΑΤ exchanger and at about 1 139848.doc -61 · 201001177. The user ISP changes its back and forth extensively. The delay is delayed, but in the case of DSL and cable modem providers, it is usually seen between milliseconds and 25 milliseconds. The round-trip delay on the universal Internet 41 is how the traffic is routed and whether it exists on the route. Any failure (and such Q is described below) varies greatly, but typically the universal Internet provides a fairly optimal route and the delay is largely determined by the speed at which light passes through the fiber (10) to the destination. The distance is determined as follows. As discussed further below, it has been confirmed that 1GGG is the farthest distance that is expected to place the colocation service away from the user's location. At 1 mile (round trip) 200 ancient 0 miles), the actual transmission time for signals via the Internet is about 223⁄4 & to the host interface service 21q wan interface (10) is usually a commercial-grade fiber-optic high-speed interface with a decisive delay. Therefore, the universal network The network delay 4 5 4 is usually between 1 millisecond and * seconds. The delay of the early route 455 via the colocation service can be reached in less than 1 millisecond. The servo will always be less than - frame time (its Calculate a new frame for the game or the heart-shaped type in 6〇 as follows, so 16 milliseconds is the maximum one-way delay 456 that will make ^. The video compression described in this article. In the best hardware implementation of the algorithm, compression 457 can be completed in ! milliseconds. In the next best version, 懕+ less desirable version can take longer to gate up to 6 milliseconds (of course, 'A Jia Longer days • But these implementations will affect the round trip: 'delay and will require other delays to be shorter (for example, to reduce the allowable distance via GM/Internet) to maintain 7g milliseconds (10) milliseconds == Care network = 454, _453 and user site K Ding private I & Decompression for video 458 extension 139848.doc • 62· 201001177 曰 曰 ΐ αΐ1 decompression 458 delay depends on whether the video decompression 458 is implemented in dedicated hardware or implemented in the client device 415 (such as pc or mobile device) In the upper body, the size of the visual display and the efficiency of the decompression change. Usually, decompression 458 takes between 1 millisecond and 8 milliseconds. Therefore, 'all the worst conditions that can be seen in practice. The delay adds up to the worst-case back-and-forth delay that the user of the system shown in Figure 4a can expect to experience. It is: +25+22+ι + ΐ6+6. In addition, in practice, in practice (with the prevention of the solution discussed below), this is roughly the use of the prototype version of the system shown in Figure 4a (using the off-the-shelf Wind〇ws pc as a user) The back-and-forth delay seen by the end device and the home DSL and the electrical modem connection). Of course, situations that are better than the worst can lead to much shorter delays, but you can't rely on them to develop widely used business services. In order to achieve the delay listed in the servant via the universal Internet, the video M-capitalizer in the clientization and the video decompressor 412 (from Figure 4a) are required to generate a packet stream having (4) specific characteristics to The sequence of packets generated via the entire path from the hosted service 21 to the display device 422 is not subject to delay or excessive packet loss' and, in detail, consistently falls over the Internet connection via the user (via _ Interface 442 and firewalls within the bandwidth of the /router/NAT 433)w user. Back to the other, the video reducer must generate a sufficiently robust packet stream to cause the inevitable packet loss and packet reordering that occurs in the normal Internet and network transport. Low-latency video compression 139848.doc •63· 201001177 In order to accomplish the above objectives, an embodiment employs a new video compression method that reduces the delay and peak bandwidth requirements for transmitting video. Prior to describing such embodiments, an analysis of the current video rendering techniques will be provided with respect to Figures 5 and 6a-6b. Of course, if the user has sufficient bandwidth to handle the data rate required by such technologies, then these techniques can be used according to the basic principles. The main method does not solve the audio pressure and shrink, but the audio compression system is stated. Video compression is implemented simultaneously and simultaneously. Prior art audio compression techniques that meet the requirements for this system exist. Figure 4 illustrates a particular prior art for compressing video, in which a compression algorithm 520 compresses each individual video frame 5〇1-503 using a particular compression algorithm to produce a series of reduced frames 511- 513. One embodiment of this technique is "Motion JPEG" in which each frame is reduced based on a discrete cosine transform (DCT) according to a Joint Photographic Experts Group (JPEG) compression algorithm. Various different types of compression algorithms can be used, and these basic principles are still adhered to (eg 'wavelet-based compression algorithms such as jpEG_ 2000). One of the problems of cheek compression is in ', w _ heart page i| ^ but it does not take advantage of the similarity between successive frames to reduce the total video stream 4 rate. For example, as illustrated in Figure 5, assuming 640 χ 480 χ 2 ^ / pixel = 640 * * * 24 / 8 / 1 〇 24 = _ kilobytes / frame (Μ, a box) frame rate, then Recognized u, ,,, ° 疋〇〇 之 之 , 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动 运动In the 6 frames/sec, this will require 90 KB 8 bits 兀 60 frames / sec = 42.2 Mbp ', I see frequently 'for the United States today, a few rich ploughs from a, letter to see all the 豕Internet I| 139848.doc -64- 201001177 ' The word is the bandwidth of the extreme return, and for many office Internet connections • ° is the bandwidth of the past. Strictly, assuming that it is in the case of such a high frequency width = = constant data stream 'and it will only be gamma-users, it will consume 10 Mbps Ethernet even in the case of the brothers [ ΑΝ 频 的 的 的 的 的 的 的 的 的 的 。 。 。 。 。 。 。 。 。 。 。 。 。 。 This is in contrast to other compression techniques, such as those described below, which are less efficient than compression of motion video. In addition, the use of lossy Li (★ 寅 法 之 之 之 ( ( ( ( ( ( ( ( ( ( ( ( : : : : : : : : : ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( The false shadows in the leaves may not appear as false shadows, because the eyes are not green, and the dense leaves should be presented.) However, once the scene is in the middle of the rice, it can be highlighted because the eye is detected. The frame changes to the frame: the artifact, although the artifact is in the area of the scene (in this area, the artifacts are not noticeable in the image). This leads to the moon in the sequence of frames. The mouth and mouth analogy of "Northern &a; A ^ 3 Hai Background Noise"

, TV接收期間可导的「+ L (J 見的 奋」雜訊類似。當然’此類型之壓 縮仍可用於本文Φ>、+· > k Λ + 不又中所描述之特定實施例中,但一般而言, 為了I免昜厅、中之背景雜訊,對於給定感知品質,需要高 資料速率(亦即,低壓縮比率)。 '、頒垔之壓縮(诸如,Η.264,或Windows媒體VC9、 MPEG2及MPEG4)在壓縮視訊流中均更有效,因為其利用 相、廬圖框之間的類似性。此等技術均依賴於用於壓縮視訊 之相同的一般技術。因此,儘管將描述Η·]”標準,但相 同的般原理適用於各種其他壓縮演算法。大量Η·〕"壓 13984S.doc -65· 201001177 縮器及解壓縮器可用,包括用於壓縮Η.264之x264開放源 軟體庫及用於解壓縮Η.264之FFmpeg開放源軟體庫。 圖6a及圖6b說明例示性先前技術壓縮技術,其中由壓縮 邏輯620將一系列未經壓縮之視訊圖框5〇1_5〇3、559_561壓 細成一系列「I圖框」611、671 ;「p圖框」612-613 ;及 「B圖框」670。圖6a中之垂直軸大體表示經編碼之圖框中 之每一者的所得大小(儘管該等圖框未按比例進行繪製)。 如上所述’熟習此項技術者良好地理解使用I圖框、B圖框 及P圖框之視讯寫碼。簡言之,I圖框611為完全未壓縮之 圖框501的以DCT為基礎之壓縮(類似於如上所述的經壓縮 之JPEG影像)。p圖框6 12-61 3之大小通常顯著小於j圖框 6 11之大小’因為其利用先前I圖框或p圖框中之資料;亦 即’其含有指示先前I圖框或p圖框之間的改變的資料。除 B圖框使用隨後參考圖框中的圖框以及(可能地)之前參考 圖框中的圖框之外,B圖框670類似於P圖框。 對於以下論述’將假定所要之圖框速率為6〇圖框/秒, 每一 I圖框為約160 Kb ’平均P圖框及B圖框為16 Kb且每隔 一秒產生一新的I圖框。在此組參數下,平均資料速率將 為:160 Kb+16 Kb*59=1,1 Mbps。此資料速率適當地落在 用於至家庭及辦公室之許多當前寬頻帶網際網路連接之最 大資料速率内。此技術亦傾向於避免來自僅框内編碼之背 景雜訊問題,因為P圖框及B圖框追蹤圖框之間的差異,因 此壓縮假影傾向於不自圖框至圖框而呈現及消失,藉此減 少上文所描述之背景雜訊問題。 139848.doc -66· 201001177 上述類型之愿縮之一問題在於··儘管平均資料速率相對 低(例如,1.1 Mbps),但單一 !圖框可能花費若干個圖框時 間來傳輸。舉例而言,使用先前技術,2 2 Mbps網路連接 (例如,DSL或電纜數據機,其具有來自圖3&的最大可用資 料速率3〇2之2.2 Mbps峰值)通常將足夠使視訊以1;l Mbps 串机,每60個圖框一 160 Kbps I圖框。此將藉由使解壓縮 器在解壓縮視訊之前將丨秒視訊排入佇列來完成。在工秒 内’將傳輸1.1 Mb之資料,其將藉由2·2 Mbps最大可用資 料速率來容易地適應,即使假定可用資料速率可能週期性 地下降多達5 〇 /〇亦如此。遺憾地,此先前技術方法將由於 接收處之1秒視訊緩衝而導致視訊之i秒延時。此種延遲 對於斗夕先月ί』技術應用程式(例如,線性視訊之回放)而言 足夠仁對於不可谷忍大於70毫秒_8〇毫秒之延時的快動 作視§fl遊戲而言其為極長之延時。 若進行嘗試來消除i秒視訊緩衝,其仍將不會導致用於 快動作視訊遊戲之足夠延時減^舉例而言,如先前所描 u B圖框之使用將需要接收!圖框之前的所有b圖框以及I 圖框。若假定在P圖框與B圖框之間大致分裂59個非礒 框,則將存在至少29_圖框且可顯示任何b圖框之前所 接收的I圖框。因卜,尤其相、、, u此不官頻運之可用頻寬如何,均需要 29 + 1=3 0個圖框每一去彳/6^丨、4* 母者1/60秒持續時間之延遲,或500毫秒 之延時。顯而易見,彼時間極長。 0 Λ H法將為消除B圖框且僅使用I圖框及p圖 框。(此之-後果為:對於給定品質位準,資料速率將增 139848.doc -67· 201001177 加,但出於此實例中之一致性起見,繼續假定每—^圖框 之大小為160 Kb且平均P圖框之大小為16 Kb ,且因此資料 速率仍為1.1 Mbps)。此方法消除了由8圖框引入的不可避 免之延時,因為每一;P圖框之解碼僅依賴於先前所接收之 圖框。此方法仍存在的問題在於·· ί圖框比平均p圖框大得 多,以致在低頻寬頻道上(如大多數家庭中及許多辦公= 中典型的),I圖框之傳輸添加實質延時。此在圖6b中加以 說明。視訊流資料速率624低於可用最大資料速率621 (除 對於I圖框之外),其中I圖框所需之峰值資料速率623遠超 過可用最大資料速率622(且甚至超過額定最大資料速率 621)。P圖框所需之資料速率小於可用最大資料速率。即 使在2.2 Mbps之可用最大資料速率峰值穩定地保持在其22 Mbps峰值速率,亦將花費16〇 Kb/22 Mb=7l毫秒來傳輸工 圖框,且若可用最大資料速率622下降5〇%(11 ,則 將花費142毫秒來傳輸〗圖框。因此’傳輸1圖框中之延時將 洛在71毫秒與142毫秒之間的某處。此延時添加至圖仆中 所識別之延時(該等延時在最糟狀況下總計達7〇毫秒),因 此,此將導致自使用者致動輸入器件421之時刻直至影像 主現於顯不器件422上的為141 _222毫秒之總來回行程延 % ’其極尚。且若可用最大資料速率下降至低於22 Mbps,則延時將進一步增加。 亦/主思’以遠超過可用資料速率622之峰值資料速率623 使ISP堵塞」通常存在嚴重後果。不同ISp中之設備將不 同地表現,但當以比可用資料速率622高得多的資料速率 13984S.doc •68, 201001177 接收封包時,以下行為在DSL及電纜數據機isp當中相當 曰遍(a)藉由將封包排入佇列而使封包延遲(引入延時), ()茶二或所有封包,(c)停用連接歷時一時間週期(最 可此口為ISP擔憂其為惡意攻擊,諸如「否認服務」攻 擊L 口此以全育料速率傳輸封包流(具有諸如圖6b中所 、二彼專彳寸性的特性)並非為可行的選項。可在主機代 &服矛2 1G處將峰值⑶排人件列且以低於可用最大資料速 率之資料速率進行發送,從而引人前-財所描述的不可 接受之延時。 另外,圖6b中所展示之視訊流資料 「_(—」鬚綱率W由= 末自視況序列之視訊而預期產生的該種資料速率序列,該 視訊序列並不改變報 、二 个汉又很大且具有非常少之運動(例如,如在 視Λ電活會議中將係普 , 兮 牡优Λ罨5舌會礅中,相機處 於固疋位置中且呈有非當少 、 運動,且場景(例如,就座The "+ L (J see's) noise is similar during TV reception. Of course, this type of compression can still be used in the specific embodiment described in Φ>, +· > k Λ + However, in general, in order to avoid the background noise of the hall, the high data rate (that is, the low compression ratio) is required for a given perceived quality. ', the compression of the award (such as Η.264, Or Windows Media VC9, MPEG2, and MPEG4) are more efficient in compressing video streams because they exploit the similarities between phase and frame. These techniques all rely on the same general techniques used to compress video. Although the Η·]” standard will be described, the same general principles apply to various other compression algorithms. A large number of Η·〕"pressure 13984S.doc -65· 201001177 Reducers and decompressors are available, including for compression. 264 x264 open source software library and FFmpeg open source software library for decompressing 264.264. Figures 6a and 6b illustrate an exemplary prior art compression technique in which a series of uncompressed video frames are compressed by compression logic 620. 5〇1_5〇3, 559_561 pressed into a series I frame "611, 671; "p frame" 612-613; and "B frame" 670. The vertical axis in Figure 6a generally represents the resulting size of each of the encoded frames (although such The frame is not drawn to scale.) As described above, those skilled in the art have a good understanding of the video writing code using the I frame, the B frame, and the P frame. In short, the I frame 611 is completely absent. DCT-based compression of compressed frame 501 (similar to compressed JPEG images as described above). The size of p frame 6 12-61 3 is typically significantly smaller than the size of j frame 6 11 'because its use The data in the previous I frame or p frame; that is, 'which contains data indicating the change between the previous I frame or p frame. In addition to the B frame, use the frame in the subsequent reference frame and (possibly In addition to the frame in the frame, B frame 670 is similar to the P frame. For the following discussion, it will be assumed that the desired frame rate is 6 frames/sec, and each I frame is about 160 Kb. 'The average P frame and B frame are 16 Kb and a new I frame is generated every second. Under this group of parameters, the average data rate will be: 160 Kb+16 Kb*59=1, 1 Mbps. This data rate falls appropriately within the maximum data rate for many current broadband Internet connections to homes and offices. This technology also tends to avoid coming from only the box. The background noise problem of the code, because the difference between the P frame and the B frame tracking frame, the compression artifact tends not to appear and disappear from the frame to the frame, thereby reducing the background described above The problem of noise. 139848.doc -66· 201001177 One of the problems with the above-mentioned type of contraction is that although the average data rate is relatively low (for example, 1.1 Mbps), it is single! Frames can take several frame times to transfer. For example, using the prior art, a 2 2 Mbps network connection (eg, a DSL or cable modem with a 2.2 Mbps peak from the largest available data rate of FIG. 3 & 3 〇 2) would normally be sufficient to cause the video to be 1; l Mbps serial machine, 160 Kbps I frame per 60 frames. This will be done by having the decompressor discharge the leap second video into the queue before decompressing the video. Within a working second, 1.1 Mb of data will be transmitted, which will be easily accommodated by the maximum available data rate of 2·2 Mbps, even if it is assumed that the available data rate may periodically drop by as much as 5 〇 /〇. Unfortunately, this prior art method would result in a 1-second delay in video due to the 1 second video buffer at the reception. This kind of delay is enough for the tactical application (for example, the playback of linear video). The fast action for the delay of more than 70 milliseconds _8 milliseconds is extremely long. Delay. If an attempt is made to eliminate the i-second video buffer, it will still not cause enough delay for the fast-motion video game. For example, the use of the U-frame as previously described will require reception! All b frames and I frames before the frame. If it is assumed that approximately 59 non-frames are split between the P and B frames, there will be at least 29_frames and the I frames received before any b frames can be displayed. Inb, especially phase,,, u, the bandwidth available for this is not required, all need 29 + 1 = 30 frames each go / 6 ^ 丨, 4 * mother 1 / 60 seconds duration Delay, or a delay of 500 milliseconds. Obviously, his time is extremely long. 0 Λ The H method will eliminate the B frame and only use the I frame and the p frame. (There is a consequence: for a given quality level, the data rate will increase by 139848.doc -67· 201001177 plus, but for consistency in this example, continue to assume that the size of each ^^ frame is 160 Kb and the average P frame size is 16 Kb, and therefore the data rate is still 1.1 Mbps). This method eliminates the unavoidable delay introduced by the 8-frame because each of the P-frame decoding relies only on the previously received frame. The problem with this method is that the frame is much larger than the average p-frame, so that on the low-band wide channel (as is typical in most homes and many office=), the transmission of the I-frame adds substantial delay. This is illustrated in Figure 6b. The video stream data rate 624 is lower than the available maximum data rate 621 (except for the I frame), where the peak data rate 623 required for the I frame is well above the maximum available data rate 622 (and even exceeds the nominal maximum data rate 621). . The data rate required for the P frame is less than the maximum data rate available. Even if the peak maximum data rate peak at 2.2 Mbps is steadily maintained at its 22 Mbps peak rate, it will take 16 〇Kb/22 Mb = 7l milliseconds to transmit the work frame, and if the maximum available data rate 622 drops by 〇% ( 11 , it will take 142 milliseconds to transmit the frame. Therefore, the delay in the transmission 1 frame will be somewhere between 71 milliseconds and 142 milliseconds. This delay is added to the delay identified in the map servant (these The delay is a total of 7 〇 milliseconds in the worst case, so this will result in a total round trip delay of 141 _222 milliseconds from the moment the user actuates the input device 421 until the image master is on the display device 422. It is extremely good, and if the maximum data rate can be dropped below 22 Mbps, the delay will increase further. Also / think that 'before the peak data rate 623 of the available data rate 622 clogging the ISP' usually has serious consequences. Different ISp The devices in the system will behave differently, but when the packet is received at a data rate 13984S.doc •68, 201001177 that is much higher than the available data rate 622, the following behavior is quite common among the DSL and cable modem isp. a) delaying the packet (introduction delay) by placing the packet in the queue, () tea 2 or all packets, (c) deactivating the connection for a period of time (most likely for the ISP to be a malicious attack, Such as "denial service" attack L port This transmission of packet flow at full vegetative rate (having characteristics such as the one in Figure 6b) is not a viable option. It can be used in the host generation & spear 2 1G The peak (3) row is listed and sent at a data rate lower than the maximum data rate available, thereby introducing an unacceptable delay described by the former. The video stream data shown in Figure 6b is "_(-" The rate of the data rate is expected to be generated by the video from the end of the video sequence. The video sequence does not change, the two are very large and have very little motion (for example, as in the video) In the electro-meeting session, the 普 , 兮 兮 Λ罨 Λ罨 , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

的人狄活)中之物件展示較少運動)。 圖6c中所展示之視訊流資 夕 L貝丁十迷羊序列634為自具有多得 夕、4之視訊(諸如,可能在電影或視訊 一應用程絲財產幻預射見的典型㈣。在某 圖框峰值633之外,亦存在相者 思除1 M . , , 仔在相田大且在终多場合上超過可 用最大貧料速率之P圖框峰值 箄, G·35及636)。儘管此 寻P圖框峰值並不如丨圖框蜂 致不aim , 叙相當大,但其仍極大以 致不此由頻這以全資料速率來載運,且如 樣,Ρ圖框峰值必須緩,_ ΰ忙峰值一 貝、友k地傳輸(藉此增加延時)。 139848.doc -69- 201001177 在一高頻寬頻道(例如,100 Mbps lAN, •私用連接)上,網路將能夠容忍諸如_ == 圖框峰值636之大峰值,但原則上 或15 曰# μ j、准持低延時。押 網路經常在許多使用者當中共用(例如,:辦I: 至% i兄中),且§亥「有峰」資料將影響二賴之效能,尤其 在網路訊務經路由至私用共用 ” 心至辦公室)之情況下。首先,記住此實料: •彻像素的相對低解析度的視訊流的實例。 的謝V流容易由現代電腦及顯示器來處二= 6v〇 ^下之256GX144G解析度顯示器日益可用(例如,Apple 么司之30”顯示器)。使用H 264壓縮,6〇如下之 192〇X1080之高動作視訊序列可能需要4.5 M—師得人 理品質位準。若假定!圖框♦值為標稱資料速率之聰, 則其將產生45 Mbp_值’以及較小但仍相當大的p圖框峰 若干個使用者正在同— 1〇〇Mbps網路(例如,辦公 至與貧料中心之間的私用網路連接)上接收視訊流,則容 易看見來自若干使用者之視訊流之峰值可如何碰巧對準, 從而淹沒網路之頻寬,且可能淹沒網路上支援使用者之交 換器的底板之頻寬。即使在超高速乙太網路之狀況下,若 足夠的使用者具有同時對準的足夠峰值,則其可淹沒網路 =網路交換器。此外’一旦256〇χ144〇解析度視訊變得更 常見’平均視訊流資料速率就可能為9·5 ,從而或許 產生95 Mbps峰值資料速率。不用說,資料中心與辦公室 之間的100 Mbps連接(其在現今為格外快之連接)將完全被 139848.doc -70- 201001177 來自早-使用者之峰值訊務擊潰。因此,即使lan及私用 網路連接對有峰串流視訊可具有更高容忍度,具有高峰值 之串流視訊亦係不需要的且可能需要辦公室之汀部門之特 殊汁劃及適應D 、 田’、、;、、對於標準線性視訊應用程式,此等問題並非問 題,口為貝料速率在傳輸點「經平滑化」且用於每一圖框 之資料低於最大可用資料速率622,且在解壓縮χ圖框' p 圖框及Β圖框序列之前,用戶端_之缓衝器储存I圓框、Ρ 圖框及Β1Ι框序列。因&,網路上之資料速率保持接近於 視訊流之平均資料速率。遺憾地,此引入延時,即使不使 用B圖框,對於諸如需要快回應時間之視訊遊戲及應用程 式的低延日守應用程式而言,彼亦係不可接受的。 用於減輕具有高峰值之視訊流的—先前技術解決方法係 制常常被稱作「恆定位元速率」(CBR)編碼之技術。儘 g術CBR看來似乎暗示將所有圖框壓縮以具有相同位元 速率(亦#,大小),但其經常提及的為壓縮範W,在屡縮 範例中允斗跨越特定數目之圖框(在吾人之狀況下,1個 圖框)的最大位元速率。舉例而言,纟圖&之狀況下,若 對編碼施加CBR約束(其將位元速率限於(例如)額定最大資 料速率621之70%),則壓縮演算法將限制該等圖框中之每 一者的壓縮,以使得通常將使用額定最大資料速率621之 7〇%以上來壓縮的任何圖框將以較少位元來壓縮。此之結 果為:將使通常將需要更多位元來維持給定品質位準之圖 框「極度缺乏」位元且彼等圖框之影像品質將比不需要比 139848.doc 201001177 額定最大資料逮率62i之7〇%多的位元的其 品質糟。此方法對於特定類型的經塵縮視訊::二 較少運動或場景改變且(b)使用者可接(性二預期 幻可產生可接受的結果。適合⑽之應用的 主 口義因為存在較少峰值,且在品質暫時 ’以下(例如’若使相機掃視’從而導致顯著場景運動及 大學值’則在掃視期間可能不存在足夠的 於^Objects in Di Di) show less movement). The video streaming asset shown in Figure 6c is a typical (4) video that has a lot of video (such as may be seen in a movie or video application). In addition to the peak 633 of the frame, there is also a phase out of 1 M. , which is in the phase of the large field and exceeds the peak P of the maximum available material rate, G·35 and 636). Although the peak value of this P-frame is not as aim as the frame, it is still quite large, but it is still so large that it is carried at full data rate, and as such, the peak of the frame must be slow, _ ΰ Busy peak one-bay, friend-k transmission (by increasing the delay). 139848.doc -69- 201001177 On a high-bandwidth channel (for example, 100 Mbps lAN, • private connection), the network will be able to tolerate large peaks such as _ == frame peak 636, but in principle or 15 曰# μ j, with low latency. The Internet is often shared among many users (for example, I: to the brothers of % i), and the data of "Hui Feng" will affect the performance of the second party, especially when the network traffic is routed to private use. In the case of sharing "heart to office". First, remember this material: • An example of a relatively low-resolution video stream of pixels. The X-V stream is easily accessible by modern computers and monitors. The 256GX144G resolution display is increasingly available (for example, Apple's 30" display). Using H 264 compression, the following 192 〇 X1080 high motion video sequence may require 4.5 M—the ergonomic quality level. If assumed! The frame ♦ value is the nominal data rate of the Cong, which will produce 45 Mbp_values and smaller but still quite large p-frame peaks. Several users are sharing the same - 1 Mbps network (for example, office Receiving the video stream on the private network connection to the poor center, it is easy to see how the peak of the video stream from several users can be aligned, thus drowning the bandwidth of the network and possibly flooding the network. The bandwidth of the backplane that supports the user's switch. Even in the case of ultra-high-speed Ethernet, if enough users have enough peaks for simultaneous alignment, they can flood the network = network switch. In addition, once 256 〇χ 144 〇 resolution video becomes more common, the average video stream data rate may be 9.5, which may result in a 95 Mbps peak data rate. Needless to say, the 100 Mbps connection between the data center and the office (which is now an extraordinarily fast connection) will be completely defeated by the early-user peak traffic of 139848.doc -70-201001177. Therefore, even if lan and private network connections are more tolerant to peak-stream video, streaming video with high peaks is not required and may require special padding and adaptation D in the office of the office. Tian ', , ; , , for standard linear video applications, these problems are not a problem, the mouth rate is "smoothed" at the transmission point and the data for each frame is below the maximum available data rate 622, And before decompressing the frame 'p frame' and the frame sequence, the buffer of the client_stores the I round frame, the frame and the frame sequence. Because &, the data rate on the network remains close to the average data rate of the video stream. Unfortunately, this introduction delay, even if the B-frame is not used, is unacceptable for low-profile applications such as video games and applications that require fast response times. Prior art solutions for mitigating video streams with high peaks are often referred to as "constant bit rate" (CBR) coding techniques. CBR seems to imply that all frames are compressed to have the same bit rate (also #, size), but it is often referred to as the compression range W, which allows for a specific number of frames in the shrinking example. (in my case, 1 frame) the maximum bit rate. For example, in the case of the map &, if a CBR constraint is applied to the code that limits the bit rate to, for example, 70% of the nominal maximum data rate 621, the compression algorithm will limit the frames. Each of the frames is compressed such that any frame that would normally be compressed using more than 7% of the nominal maximum data rate 621 will be compressed with fewer bits. The result of this is that it will generally require more bits to maintain the "extremely lacking" bit of the frame of a given quality level and the image quality of those frames will be higher than the required ratio of 139848.doc 201001177 The quality of the 7% of the catch rate of 62i is bad. This method is for a specific type of dust-defining video: two less motion or scene change and (b) user accessibility (sexuality expectation can produce acceptable results. The main meaning of the application suitable for (10) is because there is a comparison Less peaks, and below the quality 'below (eg 'If the camera is swept' resulting in significant scene motion and university values' then there may not be enough during the glance ^

:像,,其將導致降級的影像品質),大多數使SC 遺㈣,咖並非良好地適合具有高複雜度之場景 或大罝運動及/或需要人' Λ ^要口理恆疋之品質位準的許多其他應 用0 在一實施例中所使用之低延時壓縮邏輯404使用若干不 同技術來解決串流低延時經壓縮視訊同時維持高品質之許 多問題。首先,低延時壓縮邏輯4〇4僅產生〗圖框及15圖 框’藉此緩解等待若干個圖框時間來解碼每一關框的需 要。另外,如圖7a中所說明,在一實施例巾,低延時壓縮 邏輯404將每一未經壓縮之圖框7〇"6〇再分成一系列「影 像塊(tile)」且將每—影像塊個別地編碼為^圖框或p圖框。 在本文中將忒群經壓縮之j圖框及p圖框稱作「r圖框」 711-770。在圖7a中所展示之特定實例中,將每一未經壓 縮之圖框再分成4x4矩陣的16個影像塊。然而,此等基本 原理不限於任何特定再分機制。 在貫例中’低延時壓縮邏輯404將視訊圖框劃分成 許多影像塊,且將來自每一圖框之一影像塊編碼(亦即, 139848.doc •72- 201001177 壓縮)為i圖框(亦即,將該影像塊壓縮,好像其為全影像之 大小之1/16的單獨視訊圖框,且用於此「迷你型」圖框之 壓縮為I圖框壓縮)並將剩餘影像塊編碼為p圖框(亦即,用 於每一「迷你型」1/16圖框之壓縮為p圖框壓縮)。經壓縮 為I圖框之影像塊及經壓縮為p圖框之影像塊將分別被稱作 「I影像塊」及「P影像塊」。隨著每一相繼視訊圖框而改 變待編碼為I影像塊之影像塊。因此,在給定圖框時間 中’視訊圖框中之該等影像塊中僅一影像塊為〗影像塊, 且該等影像塊中之剩餘者為p影像塊。舉例而言,在圖几 中,未經壓縮之圖框701之影像塊〇經編碼為〖影像塊“且剩 餘的1-15影像塊經編碼為p影像塊(ΡιιΡΐ5)以產生r圖框 711。在下一個未經壓縮之視訊圖框7〇2中,未經壓縮之圖 框701之影像塊丨經編碼為〗影像塊l且剩餘的影像塊〇及之至 15M編碼為p影像塊(p〇,及I至p〗5)以產生R圖框η]。因 此,用於影像塊之I影像塊及p影像塊在相繼圖框上逐漸地 在時間上交錯。該過程繼續,直至產生R影像塊77〇(矩陣 中最末影像塊經編碼為Γ影像塊(亦即,為止。該過程 接著重新開始,從而產生諸如圖框711(亦即,對於影像塊 0,編碼I影像塊)等之另—R圖框。儘管圖化中未說明,但 在一貫施例中,R圖框之視訊序列之第一 R圖框僅含有工影 像塊(亦即,以使得隨後之p圖框具有參考影像資料(自其 開始計算運動))。或者,在一實施例巾,啟動序列使用與 正常相同的I影像塊型樣,但不包括用於尚未連同〗影像塊 一起編碼之彼等影像塊的p影像塊。換言之,在第一〗影像 139848.doc -73 - 201001177 塊到達之前不連同任何資料一起編碼特定影像塊,藉此避 免圖9a中的視訊流資料速率934中之啟動峰值,其在下文 進一步詳細說明。此外,如下所述,各種不同大小及形狀 可用於該等影像塊同時仍遵守此等基本原理。 在用戶端415上執行之視訊解壓縮邏輯412解壓縮每一影 像塊,好像其為小I圖框及P圖框之單獨視訊序列,且接著 將每一影像塊再現給驅動顯示器件422之圖框緩衝器。舉 例而言,使用來自R圖框711至77〇之Up。來解壓縮並再現 視訊影像之影像塊〇。類似地,使用來自R圖框71丨至"Ο之 丨來重建影像塊丨,等^如上所述,〗圖框及p圖框之 解壓縮係此項技術中眾所熟知的,且】影像塊及p影像塊之 解壓縮可藉由使視訊解壓縮器之多個執行個體在用 執行來完成。儘管倍增過程看來似乎增加用戶端415 上之什异負擔’但實際上其不會增加用戶端415上之計算 負擔’因為影像塊本身成比例地較小(相對於額外處理之 數目而言)’ ®此所顯示之像素之數目相同,好像存在一 個處理且使用習知的全大小之〗圖框及p圖框。 此關框技術顯著減輕通常與㈣框相關聯之頻寬峰值 (圖讣及圖中所說明因為任何給定圖框主要係由通常 比1圖框小之”框構成。舉例而言,再次假定典⑴圖框 為1 60 Kb,則圖7a中所今' a日t ^ 甲所6兄月之圖框中之母一者的j影像塊 將為此量之大致丨/16戎丨 次10 Kb颁似地,假定典型P圖框為 1 6 Kb,則用於圖7a中# 甲所5兄明之影像塊中之每一者的P圖框 可為大致1Kb。最终έ士要盔的 取、、、口果為約10 Kb+15*l Kb=25以之尺圖 139848.doc -74- 201001177 框。因此,每一60圖框序列將係Μ Kb*6〇 = i 5 MbW。因 此,在60圖框/秒下,此將需要能夠維持1.5 Mbps之頻寬的 頻迢,但由於I影像塊係貫穿6〇圖框間隔而分散而使得具 有低得多的峰值。: like, it will lead to degraded image quality), most make SC legacy (four), coffee is not well suited for scenes with high complexity or big movements and / or need people ' Λ ^ to be the quality of the constant Many other applications of level 0 The low latency compression logic 404 used in one embodiment uses several different techniques to solve many of the problems of streaming low latency compressed video while maintaining high quality. First, the low-latency compression logic 4〇4 only produces a frame and a 15 frame' thereby relieving the need to wait for several frame times to decode each frame. In addition, as illustrated in Figure 7a, in an embodiment, the low latency compression logic 404 divides each uncompressed frame 7 "6 into a series of "tiles" and will each - The image blocks are individually encoded as a ^ frame or a p frame. In this paper, the compressed j frame and p frame are referred to as "r frame" 711-770. In the particular example shown in Figure 7a, each uncompressed frame is subdivided into 16 image blocks of a 4x4 matrix. However, these basic principles are not limited to any particular sub-dividing mechanism. In the example, the low-latency compression logic 404 divides the video frame into a plurality of image blocks, and encodes one of the image blocks from each frame (ie, 139848.doc • 72-201001177 compression) into an i-frame ( That is, the image block is compressed as if it were a single video frame of 1/16 of the size of the full image, and the compression for the "mini" frame is I frame compression) and the remaining image blocks are encoded. It is a p-frame (that is, the compression for each "mini" 1/16 frame is p-frame compression). The image blocks compressed into I frames and the image blocks compressed into p frames will be referred to as "I image blocks" and "P image blocks", respectively. The image block to be encoded as an I image block is changed with each successive video frame. Therefore, in a given frame time, only one of the image blocks in the video frame is an image block, and the remaining ones of the image blocks are p-image blocks. For example, in the figure, the image block of the uncompressed frame 701 is encoded as an image block and the remaining 1-15 image blocks are encoded as p image blocks (ΡιιΡΐ5) to generate an r frame 711. In the next uncompressed video frame 7〇2, the image block of the uncompressed frame 701 is encoded as the image block 1 and the remaining image blocks are encoded into 15 pixels as p image blocks (p 〇, and I to p〗 5) to generate the R frame η]. Therefore, the I image block and the p image block for the image block are gradually interleaved in time on successive frames. The process continues until R is generated. Image block 77〇 (the last image block in the matrix is encoded as a Γ image block (ie, so far. The process then restarts, resulting in, for example, frame 711 (ie, for image block 0, coded I image block), etc. The other - R frame. Although not illustrated in the figure, in the consistent embodiment, the first R frame of the video sequence of the R frame contains only the image block (that is, so that the subsequent p frame has Reference image data (from which motion is calculated)). Or, in an embodiment, the start sequence is used. Normally the same I image block type, but does not include p image blocks for their image blocks that have not been encoded together with the image block. In other words, before the arrival of the first image 139848.doc -73 - 201001177 block Any data is encoded together with a particular image block, thereby avoiding the start peak in the video stream data rate 934 of Figure 9a, which is described in further detail below. Further, as described below, various different sizes and shapes can be used for the image blocks simultaneously. The basic principles are still adhered to. The video decompression logic 412 executing on the client 415 decompresses each image block as if it were a separate video sequence of the small I frame and the P frame, and then reproduces each image block. The frame buffer for driving the display device 422. For example, the Up block from the R frames 711 to 77 is used to decompress and reproduce the image block of the video image. Similarly, use the frame from the R frame 71 to "Ο之丨 to reconstruct the image block, etc. ^ As mentioned above, the decompression of the frame and the p frame is well known in the art, and] the decompression of the image block and the p image block can be borrowed This is done by having multiple execution entities of the video decompressor in use. Although the multiplication process appears to increase the singular burden on the client 415 'but it does not actually increase the computational burden on the client 415' because of the image The blocks themselves are proportionally smaller (relative to the number of additional processing). The number of pixels displayed by this is the same, as if there is a processing and using the full-size frame and p-frame of the conventional. The frame technique significantly mitigates the bandwidth peaks typically associated with the (four) box (illustrated in the figure and in the figure because any given frame is mainly made up of a frame that is usually smaller than 1 frame). For example, suppose the code (1) The frame is 1 60 Kb, and the j image block of the mother of the frame in the frame of the 6th month of the month of Figure 7a will be roughly 丨/16戎丨10 Kb for this amount. Similarly, assuming that the typical P frame is 16 Kb, the P frame used for each of the image blocks of Figure 5a may be approximately 1 Kb. In the end, the gentleman wants the helmet to take, and the mouth is about 10 Kb + 15 * l Kb = 25 to the rule 139848.doc -74- 201001177 box. Therefore, each 60-frame sequence will be Μ Kb*6〇 = i 5 MbW. Therefore, at 60 frames per second, this would require a frequency that is capable of maintaining a bandwidth of 1.5 Mbps, but because the I-picture block is dispersed throughout the 6-frame interval, it has a much lower peak.

注思,在先前實例中,在用圖框及p圖框之相同假定 資率情況下,平均資料速率為M Mbps。此係因為在 先前實例中,每隔60個圖框時間僅引入一新I圖框,而在 此貝例中,構成I圖框之16個影像塊在16個圖框時間中循 環,且因此,每隔16個圖框時間引入一 J 從而導致稍高之平均資料速率。儘管如此,但在實 引入更頻繁之I目框並不會線性地增加f料速率。此係由 於以下事實:P圖框(或p影像塊)主要編碼自先前圖框至下 個圖框之差異。因此,若先前圖框與下一個圖框相當類 似,則P圖框將非常小,若先前圖框與下一個圖框相當不 同’則P圖框將非常大。但因為p圖框很大程度上係自先前 圖框導出’而非自實際圖框導出,所以所得的經編碼圖框 可能含有比具有足夠數目之位元之Z圖框多的錯誤⑼如, 視覺假影)。此外,當-p圖框跟隨另-p圖框時,可出現 錯誤累加(當存在長P圖框序列時,變得更糟)。現在,尖 端的視訊堡縮器將偵測到影像之品質在-序列P圖框之後 降級的事實,且必要時,其將更多位元分配給隨後之P圖 框以^南品質,寺其直或吳士 、次右八為取有效之動作過程,則用丨圖框 替換P圖框。因此,當使用長P圖框序列(例如,59個p圖 框’如上文“實例中)時’特定言之當場景具有大量複 139848.doc -75- 201001177 雜度及/或運動時,通常,對於p圖框而言需要更多位元(因 為其變得距I圖框更遠)。 或者’自相對檢視點看P圖框,緊密地跟隨I圖框之P圖 框傾向於需要比距丨圖框更遠之p圖框少的位元。因此’在 圖7a中所展示之實例中,無p圖框比距I圖框隔開15個圖框 更遠(在I圖框之前),而在先前實例中,p圖框可為自I圖框 隔開59個圖框。因此,在更頻繁之j圖框情況下,p圖框較 小° §然’癌切相對大小將基於視訊流之性質而改變,但 在圖7a之實例中’若1影像塊為10 Kb,則P影像塊之大小平 均可為僅 0.75 kb ’ 從而導致 1〇 Kb+15*0.75 Kb=21.25 Kb, 或在60圖框/秒下,資料速率將為21.25 Kb*60 = l.3 Mbps, 或比1 · 1 Mbps下的具有一 ϊ圖框繼之以59個p圖框之流之資 料速率高約16%。再一次,用於視訊壓縮之此等兩種方法 之間的相對結果將視視訊序列而改變’但通常,吾人憑經 驗發現,對於給定品質位準,使用R圖框比使用I/p圖框序 列需要多約20%之位元。但是,當然,R圖框急劇地減少 峰值,此使視訊序列在遠小於I/p圖框序列之延時下可用。 可視視讯序列之性質、頻道之可靠性及可用資料速率而 以多種不同方式來組態R圖框。在替代實施例中,在4x4組 態中使用不同於16之數目之影像塊。舉例而言,可在2χΐ 4x1或1x4組態中 或1x2組態中使用2個影像塊,可在2x2 6X1或1 x6組態中使用6個 使用4個影像塊,可在3x2、2x3、 影像塊或可在4χ2(如圖7b中 中使用8個影像塊。注意, 所展示)、2M、8xl或lx8組態 影像塊不需要為方形,視訊圖 139848.doc -76- 201001177 框亦不必為方形,或甚至矩形。可將影像塊分解成最佳地 適合所使用之視訊流及應用程式的無論什麼形狀。 在另一實施例中,I影像塊及P影像塊之循環不鎖定至费 像塊之數目。舉例而言,在8影像塊4x2組態中,仍可士圖 7b中所說明而使用16循環序列。順序的未經壓缩之圖框 :卜m3各自經劃分成8個影像塊",且每; 塊經個別壓縮。自R圖框73l,僅影像塊〇經壓縮為^影像 塊,且剩餘影像塊經壓縮為p影像塊。對於隨後之汉圖框 732,所有8個影像塊經壓縮為p影像塊,且接著對於隨= U圖框733,影像塊i經壓縮影像塊且其他影像塊^經 壓縮為P影像塊。此外,如此對於16個圖框繼續進行排 序,僅每隔-圖框產生一!影像塊,因此在第…固圖框時 間期間(圖7b中未圖示)及在第16個圖框時間期間產生用於 影像塊7之最末!影像塊(使用所有的p影像塊壓縮r圖框 780)。接著,序列再次以影像塊()經壓縮為磷像塊且i他 影像塊經壓縮為P影像塊開始。如在先前實施財,整個 視訊序列之第-圖框通常將均&影像塊,以提供用於自 彼點向前之P影像塊的參考。!影像塊及⑼像塊之循環甚 至不需要為影像塊之數目之偶倍數。舉例而言,在8個影 像塊之情況下,在使用另一 Z影像塊之前,具有叫影像塊 之每-圖框之後可為所有皆為⑼像塊之2個圖框。在又一 實施例中例如)已知螢幕之料區域具有更多運動(需 要更頻繁之I影像塊)’而其他區域更為靜態(例如,展示遊 戲之分數K需要較不頻繁之!影像塊),則與其他影像塊相 139848.doc -77- 201001177 比τ更經常地將特定影像塊連同工影像塊一起進行排 序此外,儘官在圖7a-圖7b中說明每一圖框具有單—味 像塊,=可在單一圖框中編碼多個I影像塊(取決於傳輸: 迢之頻是)。相反地,特定圖框或圖框序列可在不具有B 像塊(亦即,僅P影像塊)的情況下傳輸。 如 之方法適當起作用之原因在於:儘管不具有跨越 母早一圖框而分散之1影像塊看來似乎導致較大峰值’ 但系統之行為並不如此簡單。因為每一影像塊係與其他聲 像塊分開進行壓縮,所以當影像塊變小時,每一影像塊: 編碼可變得較不有效,因為給定影像塊之壓縮器不能夠利 用來自其他影像塊之類似影像特徵及類似運動。因此,盘 將螢幕劃分成8個影像塊相比較,將勞幕劃分成“個影像 塊通常將導致較不有效之編碼。但是,若將榮幕劃分成8 個影像塊且其引起每隔8個圖框(而非每隔16個圖框)引入— 完全1圖框之資料,則其導致總體上高得多的資料速率。 因此,藉由每隔16個圖框(而非每隔8個圖框)引入一完全I ®框’減小了總資料速率。又’藉由使用8個較大影像塊 (而非16個較小影像塊),減小了總資料速率,其亦將由較 大影像塊引起之資料峰值減輕至某種程度。 在另一實施例中,圖7a及圖財之低延時視訊I缩邏輯 彻藉由基於待覆縮之視訊序列之已知特性而藉由設定預 先組態或者基於每-影像塊中之影像品質的正在進行之分 析而自動地控制至R圖框中之各影像塊之位元的分配。舉 例而言,在一些競赛視訊遊戲中,玩家之汽車(其為場景 139848.doc -78- 201001177 中相對無運動的丨 螢幕之上半部二二:據:幕之下半部之大部分,而 其幾乎總是在運動+=近的道路、建築物及風景’ 八 ^右壓縮邏輯404將相等數目之位元 ^ °母/衫像塊,則圖7b中的未經壓縮之圖框721中的 之下半°卩上之影像塊(影像塊4·7)通常將以比圖7b中的 ,,:框721中的螢幕之上半部中之影像塊(影像塊 〇 - 3)间的品質而壓端n ^ n , θ 伯右已知此特定遊戲或遊戲之此特定 場景具有該等特性,則主拖Note that in the previous example, the average data rate was M Mbps with the same assumed rate of the frame and the p-frame. This is because in the previous example, only a new I frame is introduced every 60 frame time, and in this case, the 16 image blocks constituting the I frame are cycled in 16 frame times, and thus A J is introduced every 16 frame times resulting in a slightly higher average data rate. Despite this, the introduction of more frequent I-frames does not linearly increase the f-rate. This is due to the fact that the P-frame (or p-image block) mainly encodes the difference from the previous frame to the next frame. Therefore, if the previous frame is similar to the next frame, the P frame will be very small. If the previous frame is quite different from the next frame, the P frame will be very large. However, because the p-frame is largely derived from the previous frame instead of being derived from the actual frame, the resulting coded frame may contain more errors than a Z-frame with a sufficient number of bits (9). Visual artifacts). In addition, when the -p frame follows the other -p frame, an error accumulation can occur (when there is a long P-frame sequence, it gets worse). Now, the cutting-edge video retractor will detect the fact that the quality of the image is degraded after the sequence P frame, and if necessary, it assigns more bits to the subsequent P frame to the quality of the temple. Straight or Wu Shi, the second right to take a valid action process, replace the P frame with a frame. Therefore, when using a long P-frame sequence (for example, 59 p-frames) as in the "example" above, it is specific when the scene has a large number of complex 139848.doc -75 - 201001177 noise and / or motion, usually For the p-frame, more bits are needed (because it becomes farther away from the I-frame). Or 'seeing the P-frame from the relative view point, the P-frame that closely follows the I-frame tends to require The bit of the p frame is farther away from the frame. Therefore, in the example shown in Figure 7a, the p-free frame is farther away from the I frame by 15 frames (before the I frame) In the previous example, the p-frame can be separated from the I frame by 59 frames. Therefore, in the case of more frequent frames, the p-frame is smaller. It changes based on the nature of the video stream, but in the example of Figure 7a, if the image block is 10 Kb, the size of the P block can be only 0.75 kb on average, resulting in 1〇Kb+15*0.75 Kb=21.25 Kb. , or at 60 frames per second, the data rate will be 21.25 Kb*60 = l.3 Mbps, or a frame with a frame of 1 p 1 frame followed by a stream of 59 p frames The rate is about 16% higher. Again, the relative result between these two methods for video compression will change depending on the video sequence. 'But usually, we have empirically found that for a given quality level, use the R frame. It takes about 20% more bits than using the I/p frame sequence. However, of course, the R frame sharply reduces the peak, which makes the video sequence available at a much slower delay than the I/p frame sequence. The R frame is configured in a number of different ways depending on the nature of the sequence, the reliability of the channel, and the available data rate. In an alternative embodiment, a number of image blocks other than 16 are used in the 4x4 configuration. Use 2 image blocks in 2χΐ 4x1 or 1x4 configurations or 1x2 configurations, 6 in 4x2 6X1 or 1 x6 configurations, 4 image blocks in 3x2, 2x3, image blocks or 4χ2 (8 image blocks are used in Figure 7b. Note, shown), 2M, 8xl or lx8 configuration image blocks do not need to be square, video frame 139848.doc -76- 201001177 The frame does not have to be square, or even rectangular The image block can be decomposed into the best suitable video for use. Regardless of the shape of the application, in another embodiment, the loop of the I image block and the P image block is not locked to the number of the image block. For example, in the 8 image block 4x2 configuration, it is still available. The 16-cycle sequence is used as described in 7b. The sequence of uncompressed frames: each of m3 is divided into 8 image blocks ", and each block is individually compressed. From R frame 73l, only image blocks〇 Compressed into ^ image blocks, and the remaining image blocks are compressed into p image blocks. For subsequent frame 732, all 8 image blocks are compressed into p-image blocks, and then for frame 733, image block i is compressed and the other image blocks are compressed into P-blocks. In addition, this continues for the 16 frames, only one every - frame! The image block is therefore generated at the end of the ... fixed frame time (not shown in Figure 7b) and during the 16th frame time for the last of the image block 7! Image block (compress r frame 780 using all p image blocks). Then, the sequence begins again with the image block () being compressed into a phosphor block and the other image block being compressed into a P block. As previously implemented, the first frame of the entire video sequence will typically be & image blocks to provide a reference for P blocks that are forward from the other point. ! The loop of the image block and (9) the block does not even need to be an even multiple of the number of image blocks. For example, in the case of 8 image blocks, before using another Z image block, each frame having a called image block may be followed by two frames of all (9) image blocks. In yet another embodiment, for example, it is known that the area of the screen material has more motion (requiring more frequent I image blocks) and other areas are more static (eg, the score K of the game is less frequently required! Image blocks) ), and other image blocks 139848.doc -77- 201001177 more often than τ sort the specific image block together with the work image block. In addition, in the figure 7a-7b, each frame has a single - The taste block, = can encode multiple I image blocks in a single frame (depending on the transmission: 迢 frequency is). Conversely, a particular frame or frame sequence can be transmitted without a B-picture block (ie, only a P-picture block). The reason why the method works properly is that although the 1 image block that does not have a span across the parent frame seems to cause a large peak, the behavior of the system is not so simple. Because each image block is compressed separately from other image blocks, each image block: encoding can become less effective when the image block becomes smaller, because the compressor of a given image block cannot utilize other image blocks. Similar to image features and similar sports. Therefore, when the disc divides the screen into 8 image blocks, dividing the screen into "image blocks will usually result in less efficient coding. However, if the screen is divided into 8 image blocks and it causes every 8 blocks. The introduction of the frame (rather than every 16 frames) - the data of the complete 1 frame, which results in a much higher data rate overall. Therefore, by every 16 frames (rather than every 8 frames) The introduction of a full I ® box 'reduces the total data rate. Again' by using 8 larger image blocks instead of 16 smaller image blocks, the total data rate is reduced, which will also be The peak of the data caused by the larger image block is reduced to some extent. In another embodiment, the low-latency video I of FIG. 7a and the figure are based on the known characteristics of the video sequence to be shrunk. Automatically control the allocation of bits to each image block in the R frame based on pre-configured or based on ongoing analysis of the image quality in each image block. For example, in some competitive video games, The player's car (which is relatively no in the scene 139848.doc -78- 201001177) The upper part of the movement is on the second half of the screen: according to: the majority of the lower half of the screen, and it is almost always in motion += near roads, buildings and scenery ' eight ^ right compression logic 404 will be equal to the number The bit ^ ^ mother / shirt image block, then the image block (image block 4 · 7) on the lower half of the uncompressed frame 721 in Figure 7b will generally be compared to that in Figure 7b, : the quality between the image blocks (image blocks 〇-3) in the upper half of the screen in block 721, and the end n ^ n , θ is known to have such characteristics for this particular scene of the particular game or game. Main drag

于行•·則主機代管服務210之運營商可組態 壓縮邏輯404以將更多位元分配給營幕之頂部之影像塊(與 刀配給螢幕之底部處之影像塊的位元相比)。或者,壓縮 邏輯404可在壓縮圖框之後估計影像塊之壓縮品質(使用許 多壓縮品質度量中之_或多纟,諸如峰值信號雜訊比 (―PSNR))m定在特定時間f上,特定影像塊始終如 一地產生較佳品質結果,則其逐漸地將更多位元分配給產 生較低品質結果之影像塊,直至各種影像塊達到類似位準 之品質為止。在替代實施例中’壓縮器邏輯404分配位元 以在特定影像塊或影像塊群中達成較高品質。舉例而言, 其可提供較佳的總體感知外觀,以在螢幕之中心具有比邊 緣處高之品質。 在一實施例中’為了改良視訊流之特定區域之解析度, 視訊壓縮邏輯404使用較小影像塊來編碼視訊流之具有相 對多之場景複雜度及/或運動的區域(與視訊流之具有相對 少之場景複雜度及/或運動的區域相比)。舉例而言,如圖8 中所說明,在一 R圖框811(可能繼之以具有相同影像塊大 139848.doc -79- 201001177 糸列R圖框(未圖示乃之 Λ/、l "> e| 秒助人物之周 圍使用lx小影像塊。接著,當人物8G5移動至影像之新區 域時,在另-R圖框812内之此新區域之周圍使用較小影像 塊炎如所說明。如上所述,各種不同大小及形狀可用作 「影像塊」同時仍遵守此等基本原理。 儘管上文所描述之循環I/p影像塊實質上減小視訊流之 資料速率中科值,但其並不完全消除♦值,尤其在快速 改變或高度複雜之視訊影像(諸如在電影、視訊遊戲及某 一應用程式軟體下出現)的狀況下。舉例而言,在突然場 景轉變期間,一複雜圖框可能繼之以完全不同之另一複雜 圖框。即使若干個】影像塊可領先於場景轉變僅幾個圖框 時間’其在此情形下亦無助益,因為新圖框之材料與先前 I影像塊無關。在此種情形下(及在即使並非一切皆改變, 大量影像亦改變的其他情形下),視訊壓縮器4〇4將判定將 許多(若並非所有)P影像塊更有效地寫碼為〗影像塊,且所 導致的為彼圖框之資料速率中的非常大之峰值。 如先前所論述,其僅為對於大多數消費者級網際網路連 接(及許多辦公室連接)之狀況,其僅不可「堵塞」超過圖 6c中展示為622之可用最大資料速率以及額定最大資料速 率62 1的資料。注意’額定最大資料速率62丨(例如,「6 Mbps DSL」)實質上為對於考慮購買網際網路連接的使用 者之銷售數子,但通系其不保證效能位準。出於此應用之 目的,其不相關,因為吾人僅關注經由連接使視訊串流時 之可用最大資料速率622。因此,在圖9a及圖%中,當描 139848.doc -80- 201001177 述對峰值問題之解決方法時,自曲線圖省略額定最大資料 速率,且僅展示可用最大資料速率922。視訊流資料速率 不得超過可用最大資料速率92 2。 為了解決此問題,視訊壓縮器4〇4進行的第一件事係判 疋峰值資料速率941,其為頻道能夠穩定地處理之資料速 率。此速率可藉由許多技術來判冑。一種該技術係將愈加 變高的資料速率測試流自主機代管服務21〇逐漸發送至用 戶士端415(K4a及圖财),且使用戶端將關於封包丢失及延 時之位準的反饋提供至主機代管服務。當封包丟失及/或 延時開始展示尖銳增加時,其為達到可用最大資料速率 922之指示。之後,主機代管服務㈣可逐漸地減小測試流 之資料速率,直至用戶端415報告在合理之時間週期中已 接收到測試流(封包丢失及延時之可接受位準接近最小)為 止。此確定峰值最大資料速率州,其接著將用作用於串 流視訊之峰值資料速率1著時間的推移,峰值資料速率 _將波動(例如1家庭_之另—使用者開始嚴重地使用 網際網路連接),且用戶端415將需要恆定地監視峰值資料 速率941以查看封包丟失或延時是 ^ ηΛ 古曰加(私不可用最大資 枓速率922下降至低於先前所確定的峰值資料速率 =如此,㈣值資料速率941。類㈣,若隨著時間的 :用戶知415發現封包丢失及延時保持在最佳位準, 則”可請求視訊壓縮器緩慢地增加f 大資料速率是否增加(例如,若家 7可 〜T <另一使用! P位 止對網際網路連接之嚴重使用),且 丹-人寻待直至封包丟 139848.doc -81 201001177 失及/或較高延時指示已超過可用最大資料速率么止, 且可再次發現用料值資料速率941之較低位準,但該較 低位準可能高於測試增加的資料速率之前的位準。因此, 可藉由使用此技術(及類似其之其他技術)而發現峰值資料 速率94卜且視需要而週期性地進行調整。峰值資料速率 9财定可由視訊壓縮器404使用以使視訊串流至使用者的 最大資料速率。用於判定夺值資料速率之邏輯可在使用者 場所2U處及/或在主機代管服務21〇上加以實施。在使用 者場所2U處’用戶端器件415執行計算以判定峰值資料速 率且將此資訊傳輸回至主機代管服務21〇;在主機代管服 務210處,主機代管服務處之饲 处々”服益402執行計算以基於自 用:端415賴收之統計(例如,峰值吾失、延時、最 大資料速率等)而判定峰值資料速率。 圖9a展示具有實質場景複雜度及/或運動之實例視訊流The operator of the colocation service 210 can configure the compression logic 404 to allocate more bits to the image block at the top of the camp (compared to the bits of the image block at the bottom of the screen). ). Alternatively, compression logic 404 may estimate the compression quality of the image block after compressing the frame (using _ or more of a number of compression quality metrics, such as peak signal to noise ratio ("PSNR)) m at a particular time f, specific As the image block consistently produces better quality results, it gradually assigns more bits to the image blocks that produce lower quality results until the various image blocks reach a similar level of quality. In an alternate embodiment, compressor logic 404 allocates bits to achieve higher quality in a particular image block or image block group. For example, it can provide a better overall perceived appearance to have a higher quality at the center of the screen than at the edges. In one embodiment, in order to improve the resolution of a particular region of the video stream, video compression logic 404 uses a smaller image block to encode a region of the video stream that has relatively more scene complexity and/or motion (with video stream). Relatively small compared to the complexity of the scene and/or the area of motion). For example, as illustrated in Figure 8, an R frame 811 (may be followed by the same image block large 139848.doc -79- 201001177 糸R R frame (not shown is Λ /, l &quot ;> e| seconds to use the lx small image block around the character. Then, when the character 8G5 moves to a new area of the image, a smaller image block is used around the new area in the other -R frame 812. As noted above, various sizes and shapes can be used as "image blocks" while still complying with these basic principles. Although the cyclic I/p image blocks described above substantially reduce the data rate of the video stream. Value, but it does not completely eliminate ♦ values, especially in the case of fast-changing or highly complex video images (such as in movies, video games, and an application software). For example, during a sudden scene transition A complex frame may be followed by another complex frame that is completely different. Even if several image blocks can lead the scene transition only a few frame times' it does not help in this case because the new frame The material and the previous I image block are not In this case (and in other situations where a large number of images change even if not everything changes), the video compressor 4〇4 will determine that many, if not all, P-picture blocks are coded more efficiently as Image block, and resulting in a very large peak in the data rate of the frame. As discussed previously, it is only for most consumer-grade Internet connections (and many office connections), It is only not possible to "block" data that exceeds the maximum data rate available at 622 and the maximum data rate of 62 1 shown in Figure 6c. Note that the rated maximum data rate of 62 丨 (for example, "6 Mbps DSL") is essentially for consideration of purchase. The number of users of the Internet connection is sold, but it is not guaranteed to be a performance level. For the purposes of this application, it is irrelevant because we only focus on the maximum data rate available when streaming video over a connection 622 Therefore, in Figure 9a and Figure 9%, when the solution to the peak problem is described in 139848.doc -80-201001177, the rated maximum data rate is omitted from the graph and only The maximum data rate 922 is available. The video stream data rate must not exceed the maximum data rate available. 92 2. To solve this problem, the first thing the video compressor 4〇4 performs is to determine the peak data rate 941, which is stable for the channel. The rate of data processed by the ground. This rate can be judged by a number of techniques. One of the techniques is to gradually increase the data rate test stream from the hosted service 21 to the user terminal 415 (K4a and Fuji). And causing the UE to provide feedback on the level of packet loss and delay to the colocation service. When the packet is lost and/or the delay begins to show a sharp increase, it is an indication that the maximum data rate 922 is available. After that, the host The escrow service (4) can gradually reduce the data rate of the test stream until the client 415 reports that the test stream has been received within a reasonable period of time (packet loss and the acceptable level of delay is near minimum). This determines the peak maximum data rate state, which will then be used as the peak data rate for streaming video for a time lapse, and the peak data rate _ will fluctuate (eg, 1 family _ the other - the user begins to seriously use the Internet Connected), and the client 415 will need to constantly monitor the peak data rate 941 to see if the packet loss or delay is ( Λ ( (private unavailable maximum rate 922 drops below the previously determined peak data rate = (4) Value data rate 941. Class (4), if over time: the user knows that 415 finds that the packet is lost and the delay remains at the optimal level, then "the video compressor can be requested to slowly increase whether the f data rate is increased (for example, If home 7 can ~ T < another use! P position to the serious use of Internet connection), and Dan - people look until the packet is lost 139848.doc -81 201001177 Loss and / or higher delay indication has exceeded The maximum data rate can be used, and the lower level of the material data rate 941 can be found again, but the lower level may be higher than the level before the increased data rate of the test. The peak data rate 94 can be found by using this technique (and other techniques similar thereto) and periodically adjusted as needed. The peak data rate 9 can be used by the video compressor 404 to stream the video to use. The maximum data rate. The logic used to determine the rate of data capture can be implemented at the user premises 2U and/or on the colocation service 21. At the user premises 2U, the client device 415 performs the calculation. Determining the peak data rate and transmitting this information back to the colocation service 21; at the colocation service 210, the courier service at the colocation service 々 "service benefit 402" performs calculations based on the self-use: end 415 The peak data rate is determined by statistics (eg, peak loss, delay, maximum data rate, etc.) Figure 9a shows an example video stream with substantial scene complexity and/or motion

資料速率934,其係使用先前所描 L 田、立在圖7a、圖7b及圖8 中加以說明的循環Ι/p影傻挣厭护4士 衣〜像塊昼縮技術而產生。視訊 _經組態而以低於峰值f料速率941之平均資料速率輸出 =屡縮:視訊’且注意,大部分時間,視訊流資料速率 持低於峰值資料速率941。資料速率934與圖&中 。 視訊流資料速率634(其係使用Ι/ρ/Β^/ρ圖框而 較展示循環卿像塊壓縮產生平滑得多的資 )勺比 圖框2倍峰值952(其接近2倍峰值資料速率 。但在 值糾其接近4倍峰值資料速率944)τ,資 值資料速率941’其為不可接受的。在實賤中 139848.doc -82· 201001177 來自快速改變之視訊遊戲的 率94!之峰值亦在小於°動作視訊,超過峰值資料速 料速率942之峰值报少出;^圖框中出現,超過2倍降值資 之峰值難彳曰屮银, 且超過3倍峰值資料速率943 韓辔划Η、 # 田其確貝出現時(例如,在場景 影像。 貞枓速率必須產生良好品質之視訊 解決此問題之一方式伤锌π„ 巧甘” ”簡早地組悲視訊壓縮器4〇4以使 侍其农大資料速率輪出為峰 啤值貝科速率941。遺憾地,峰 值圖框期間的所得視訊輪 併 出口口貝不良,因為壓縮演算法 極度缺乏」位元。所導致 的為*存在犬然轉變或快速運 動4出現壓縮假影,且及時地,使用者開始認識到:當存 在突然改變或快速運動時假影總是突然出現,且其可 相當討厭。 、儘管人的視覺系統對在突然改變或快速運動期間出現的 視覺假影相當敏感’但對在該等情形下伯測到圖框速率之 減小並不是非常敏感。事實上,當該等㈣改變出現時, 看來似乎人的視覺系統專注於追蹤該等改變,且若圖框速 率暫時自60 fps下降至3〇 fps且接著立即返回至6〇如,則 人的視覺系統不會注意至,卜此外,在非常急劇之轉變(如 突然場景改變)的狀況下,若圖框速率下降至2〇 fps或甚至 Η fps且接著立即返回至60 fps,則人的視覺系統不會注意 到。只要圖框速率減小僅偶爾出現,對於人觀察者而言, 看來似乎視訊係以60 fps不斷地執行。 藉由圖9b中所說明之技術來利用人的視覺系統之此特 139848.doc -83- 201001177 性。伺服态402(來自圖4a及圖4b)以穩定圖框速率(在一實 施例中,在60 fps下)產生未經壓縮之視訊輸出流。時刻二 展示每一1/60秒每一圖框輸出。自圖框961開始, 將每一未經壓縮之視訊圖框輪出至低延時視訊壓縮器 404,低延時視訊壓縮器4〇4在小於一圖框時間之時間中壓 細。亥圖框,產生用於第一圖框之經壓縮之圖框1 9 8 1。細 產生用於經壓縮之圖框i 981的資料可視如先前所描述之 許多因素而較大或較小。若資料足夠小以致可以峰值資料 速率941在一圖框時間(W6〇秒)或小於一圖框時間内將其傳 輸至用戶端415,則在傳輸時間(xmit時間)991 (指示傳輸時 間之持續時間的箭頭之長度)期間將其傳輸。在下一個圖 框時間中,伺服器4〇2產生未經壓縮之圖框2 962,將其^ 縮成經壓縮之圖框2 982,且在小於一圖框時間之傳輸時 間992期間以峰值資料速率941將其傳輸至用戶端4丨5。 接著,在下一個圖框時間中,伺服器4〇2產生未經壓縮 之圖框3 963。當由視訊i縮器彻來塵縮未經壓縮之圖框 3 963時,所得的經壓縮之圖框3 983為比可以峰值資料逮 率941在一圖框時間中傳輸之資料多的資料。因此,在= 輸時間(2倍峰值)993„將其料,其佔據所有圖框時間 及下-個圖框時間之—部分。現在,在下—個圖框時間期 間伺服器402產生另一未經壓縮之圖框4 964且將其輸出 至視訊壓縮器404,但資料被忽略且藉由974來說明。此係 因為視訊壓縮器404經組態以忽略在其仍傳輸先前經壓縮 之圖框時到達的其他未經壓縮之視訊圖才匡。當然,用戶端 \39S4S.doc -84- 201001177 41 5之視訊解壓縮器將未能接收到圖框4,但其簡單地繼續 在顯示器件422上顯示圖框3歷時2個圖框時間(亦即,暫時 將圖框速率自60 fps減小至30 fpS)。The data rate 934, which was generated using the previously described L-field, illustrated in Figures 7a, 7b, and 8 and illustrated in Figures 7a, 7b, and 8, is generated by the loop Ι/p shadow stupid sneakers. Video _ is configured to output at an average data rate lower than the peak f-rate 941 = contraction: video' and note that most of the time, the video stream data rate is below the peak data rate 941. Data rate 934 and Figure & The video stream data rate 634 (which uses a Ι/ρ/Β^/ρ frame to show a much smoother yield than the cyclic slab block compression) is 2 times the peak value of the frame 952 (which is close to 2 times the peak data rate) However, the value is corrected to be close to 4 times the peak data rate 944) τ, and the value of the data rate 941' is unacceptable. In practice 139848.doc -82· 201001177 The rate of 94! from the fast-changing video game is also less than ° action video, the peak value of the peak data rate 942 is exceeded; The peak of 2 times the value of the capital is difficult to silver, and more than 3 times the peak data rate 943 Han Han 辔, # 田其真贝 appear (for example, in the scene image. 贞枓 rate must produce good quality video solution One way of this problem is to hurt the zinc π „ 巧 巧 ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” ” The resulting video wheel has a bad mouthpiece, because the compression algorithm is extremely lacking in "bits." The resulting result is a dog-like transition or a fast motion 4 with compression artifacts, and in time, the user begins to realize that when there is a sudden False shadows always appear suddenly when changing or moving fast, and they can be quite annoying. Although the human visual system is quite sensitive to visual artifacts that occur during sudden changes or rapid movements, but in such situations The decrease in frame rate is not very sensitive. In fact, when these (4) changes occur, it seems that the human visual system is focused on tracking these changes, and if the frame rate temporarily drops from 60 fps to 3〇fps and then immediately return to 6〇, then the human visual system will not notice, in addition, in the case of a very sharp transition (such as a sudden scene change), if the frame rate drops to 2〇fps or Even Η fps and then immediately return to 60 fps, the human visual system will not notice. As long as the frame rate reduction occurs only occasionally, it seems to the human observer that the video system is continuously executed at 60 fps. The special 139848.doc-83-201001177 nature of the human visual system is utilized by the technique illustrated in Figure 9b. The servo state 402 (from Figures 4a and 4b) is used to stabilize the frame rate (in one embodiment, An uncompressed video output stream is generated at 60 fps. Each frame output is displayed every 1/60 second at time two. Starting from frame 961, each uncompressed video frame is rotated to a low delay. Video compressor 404, low latency video signal The device 4〇4 is compacted in a time less than a frame time. The frame is generated to produce a compressed frame for the first frame 1 981. Finely generated for the compressed frame i 981 The data may be larger or smaller depending on many of the factors previously described. If the data is small enough that the peak data rate 941 can be transmitted to the client 415 at frame time (W6 leap seconds) or less than one frame time. , then transmit it during the transmission time (xmit time) 991 (the length of the arrow indicating the duration of the transmission time). In the next frame time, the server 4〇2 produces an uncompressed frame 2 962, which will It is reduced to a compressed frame 2 982 and transmitted to the client terminal 4 at a peak data rate 941 during a transmission time 992 of less than one frame time. Next, in the next frame time, the server 4〇2 produces an uncompressed frame 3 963. When the uncompressed frame 3 963 is dusted by the video frame, the resulting compressed frame 3 983 is more data than can be transmitted in the frame time at the peak data rate 941. Therefore, at the =transmission time (2x peak) 993, it will occupy the portion of the frame time and the next frame time. Now, the server 402 generates another during the next frame time. The compressed frame 4 964 is output to the video compressor 404, but the data is ignored and illustrated by 974. This is because the video compressor 404 is configured to ignore the frame that was previously transmitted before it was still transmitted. The other uncompressed video maps that arrive at the time are not. Of course, the video decompressor of the client\39S4S.doc -84- 201001177 41 5 will not receive the frame 4, but it simply continues on the display device 422. Frame 3 is displayed for 2 frame times (ie, the frame rate is temporarily reduced from 60 fps to 30 fpS).

對於下一個圖框5,伺服器4〇2輸出未經壓縮之圖框: 965,將其壓縮成經壓縮之圖框5 985且在傳輸時間期 間在1圖框内將其傳輸。用戶端415之視訊解壓縮器解壓縮 圖框5並將其顯示於顯示器件422上。接著,伺服器輸 出未經壓縮之圖框6 966,視訊壓縮器4〇4將其壓縮成經壓 縮之圖框6 986,但此時所得的資料非常大。在傳輸時間(4 倍峰值)996期間以峰值資料速率941傳輪經壓縮之圖框, 但花費幾乎4個圖框時間來傳輸圖框。在接下來的3個圖框 時間期r曰1,視訊壓縮器404忽略&自伺服器4〇2之3個圖 框,且用戶端415之解壓縮器將圖框6穩定地保持在顯示器 件422上歷時4個圖框時間(亦即,暫時將圖框速率自6〇 減小至15 fps)。接著最後,伺服器4〇2輸出圖框丨^^川,視 訊壓縮器404將其壓縮成經壓縮之圖框1〇 987,且在傳輸 時間997期間將其傳輸,且用戶端415之解壓縮器解壓縮^ 框H)並將其顯示於顯示器件422上且再—次視訊㈣如重 新開始。 注意,儘管視訊壓縮哭4Γ)4·ί·畚·? +上 难D° 4U4丟棄了來自由伺服器402產生 之視訊流的視訊圖框,作盆尤| $食 1一具不會丟棄音訊資料(不管音訊 係以什麼形式來的),且當丟杳润4 θ > 士 田去棄視訊圖框時視訊壓縮器404 繼續壓縮音訊資料並將其傳輸至用戶端415,用戶端化繼 續解壓縮音訊資料並將音訊提供至由使用者使用以回放音 139848.doc •85- 201001177 2之無論什麼器件。因此在丢棄圖框之週期期間,音訊繼 、、男而不減㈣與經壓、縮之視訊相&,經壓縮之音訊消耗相 百刀比之頻i,且因此不會對總資料速率有較大影 響。儘管在資料速率圖中之任一者中皆未說明,但峰值= 料速率941内總是存在經保留用於經壓縮音訊流的資料速 率容量。 ' 選擇剛剛在圖9b中所描述之實例來說明在資料速率峰值 期間圖框速率如何下降,但未說明的係當使用先前所描述 之循壤ι/p影像塊技術時,該等資料速率峰值及隨之發生的 Μ的圖框很少’即使在高場景複雜度/高動作序列(諸如 訊遊戲、電影及某-應用程式軟體中出現的彼等)期 曰’、如此。因此,減小的圖框速率罕有且暫時,且人的視 覺系統不會偵測到它們。 、視 將剛1¾所祸述之圖框速率減小機制應用 ::視:流資料速率,則在―的視訊流;: 值⑹,且4倍峰值955已、咸//減小至平坦化的2倍岭 整個視平坦化的4倍峰值955,且 941 "料率934保持處於或低於峰值資料速率 因此,使用上文所描述之技術,可 消費者級網際網路連接 =網際網路及 另外,在LAN(例如,1〇〇Mh ’末傳輪向動作視訊流。 1 〇〇 Mbs乙太網路或8n 路)上或私用網路(例如,資料 辦〜線網For the next frame 5, the server 4〇2 outputs an uncompressed frame: 965, which is compressed into a compressed frame 5 985 and transmitted in a frame during the transmission time. The video decompressor of client 415 decompresses frame 5 and displays it on display device 422. The server then outputs the uncompressed frame 6 966, which is compressed by the video compressor 4〇4 into a compressed frame 6 986, but the data obtained at this time is very large. The compressed frame is transmitted at the peak data rate 941 during the transmission time (4 times peak) 996, but it takes almost 4 frame times to transmit the frame. In the next three frame time periods r 曰 1, the video compressor 404 ignores & 3 frames from the server 4 〇 2, and the decompressor of the client 415 keeps the frame 6 stably displayed. The device 422 lasts for 4 frame times (i.e., temporarily reduces the frame rate from 6 至 to 15 fps). Finally, the server 4〇2 outputs the frame, and the video compressor 404 compresses it into a compressed frame 1〇987, and transmits it during the transmission time 997, and decompresses the client 415. The device decompresses the frame H) and displays it on the display device 422 and again - the secondary video (4) if it is restarted. Note that although the video compression is crying 4Γ)4·ί·畚·? +Difficult D° 4U4 discards the video frame from the video stream generated by the server 402, and makes a pottery | $1 will not discard the audio data (regardless of the form of the audio system), and杳 4 4 θ > When Shi Tian abandons the video frame, the video compressor 404 continues to compress the audio data and transmits it to the client 415, and the user terminal continues to decompress the audio data and provide the audio to the user for playback. Sound 139848.doc •85- 201001177 2 No matter what device. Therefore, during the period of discarding the frame, the audio continues, the male does not decrease (4) and the compressed, reduced video phase & the compressed audio consumes 100% of the frequency, and therefore does not The rate has a big impact. Although not illustrated in any of the data rate maps, there is always a data rate capacity reserved for the compressed audio stream within peak = material rate 941. 'Select the example just described in Figure 9b to illustrate how the frame rate drops during peak data rates, but not stated, when using the previously described ι/p image block technique, these data rate peaks And the consequent frame of Μ is rarely 'even in high scene complexity/high action sequences (such as those appearing in games, movies, and some-application software). Therefore, the reduced frame rate is rare and temporary, and the human visual system does not detect them. Depending on the frame rate reduction mechanism that will be ruined:: view: stream data rate, then in the video stream;: value (6), and 4 times peak 955 has been, salt / / reduced to flatten 2x ridges are flattened by a 4x peak 955, and 941 "rate 934 remains at or below the peak data rate. Therefore, using the techniques described above, consumer-grade Internet connectivity = Internet And in addition, on the LAN (for example, 1〇〇Mh 'last pass to action video stream. 1 〇〇Mbs Ethernet or 8n way) or private network (for example, data office ~ line network

Mbps連接)上之辦公 〜辦&至之間的H)0 …中’可在無峰值情況下傳輸高 139848.doc •86- 201001177 動作視訊流,以使得多個使用者(例如,以4·5μ_傳輸6〇 加下之192叫_)可使用LAN或共用私用資料連接,而不 使重疊峰值淹沒網路或網路交換器底板。 資料速率調整 π在—實施例中,主機代管服務210最初評估頻道之可用 最大資料速率622及延時以判^用於視訊流之適當資料速 率且接著回應於此而動態地調整資料速率。為了調整資料Mbps connection) on the office ~ do &to; between H) 0 ... in 'can be transmitted without peaks 139848.doc • 86- 201001177 motion video stream to make multiple users (for example, to 4 • 5μ_Transfer 6〇 plus 192 _) can be connected using LAN or shared private data without flooding the network or network switch backplane. Data Rate Adjustment π In the embodiment, the colocation service 210 initially evaluates the channel's available maximum data rate 622 and delay to determine the appropriate data rate for the video stream and then dynamically adjusts the data rate in response thereto. In order to adjust the data

速率,主機代管服務210可(例如)修改待發送至用戶端415 之視訊流的影像解析度及/或每秒圖框數。又,主機代管 服務可調整經壓縮視訊的品質位準。當改變視訊流之解析 度時(例如,自1280χ720解析度至64〇><36〇),用戶端415上 之視訊解壓縮邏輯412可將影像按比例增加以在顯示榮幕 上維持相同影像大小。 在一實施例中,在頻道完全退出之情形下,主機代管服 務2Η)將遊戲暫停。在多人遊戲之狀況下,主機代管服務 向其他使用者報告該使用者已退出遊戲及/或將遊戲暫停 以用於其他使用者。 Τ 丢棄或延遲的封包 在一實施例中,若資料由於圖4a或圖仆中的視訊壓縮器 404與用戶端41 5之間的封包丟失而丟失,或由於到達得過 晚以致不能解壓縮及滿足經解壓縮圖框之延時要求的封包 被無次序地接收而丟失,則視訊解壓縮邏輯412能夠減= 視覺假影。在串流I/P圖框實施中,若存在丟失/延遲的= 包’則整個螢幕受影響,從而可能引起螢幕完全涞結歷時 139848.doc •87- 201001177 -時間週期或展示其他螢幕寬視 失/延遲的封包引起I圖框之 又’v。“列而言,若丟 前,解I缩器將缺乏用於跟p f在接收新的1圖框之 失p圖框,則其將影響跟隨 P圖框之參考。若去 圖框出現之前有多久,此將具=個螢幕之p圖框, . '、有車父長或較短之視覺影變。 使用如圖7a及圖7b中所展示之交錯Μ ' 的封包不太可能影響整個螢幕 :像塊失/延遲 包中所含有的影像塊。若匕=其僅影響受影響之封 肉旅、、, 衫像塊之資料係在個別封包 /运’則若封包丟失,則其僅影響—影像塊。當欲 =影之持續時間將取決於1影像塊封包是否丢失及在” t鬼丢失之情況下在1影像塊出現之前將花費多少個圖 t但是’假定榮幕上之不同影像塊係藉由J圖框非常頻 (可能每個圖框)更新,則即使螢幕上之-影像塊受影 響,其他影像塊亦可能不受影響。另外,若某一事件引起 f干封包同時去失(例如,鄰接DSL線之電力中的暫時中斷 貝料仇之大蜂號)’ 一些影像塊將比其❿影像塊受到 更大影響,但因為-些影像塊將藉由新的工影像塊迅速地 更新所以其僅暫時受影響。又’在串流Ι/p圖框實施之情 況下不僅1圖框為最關鍵圖框,而且J圖框極大,因此若 存在引起丟棄/延遲的封包之事件’則與小得多的t影像塊 相比I圖框文影響存在較高機率(亦即,若I圖框之任何部 分丟失,則根本不可能可解壓縮J圖框)。由於所有此等原 因,與Ι/P圖框之情況相比,當封包被丟棄/延遲時,使用 Ι/p影像塊導致小得多的視覺假影。 139848.doc -88 · 201001177 一實施例試圖藉由將經壓縮之影像塊智慧地封裝於 TCP(傳輸控制協定)封包或UDP(使用者資料報協定)封包内 而減少丟失封包之效應。舉例而言’在一實施例中,只要 可能,即將影像塊與封包邊界對準。圖10a說明可如何在 不實施此特徵之情況下將影像塊封裝於一系列封包1001_ 1005内。具體言之,在圖1〇a中,影像塊越過封包邊界且 經無效率地封裝以致單一封包之丟失導致多個圖框之丟 失。舉例而言,若封包1003或1004丟失,則丟失三個影像 塊,導致視覺假影。 相比之下,圖10b說明用於將影像塊智慧地封裝於封包 内以減少封包丟失之效應的影像塊封裝邏輯1010。首先, 影像塊封裝邏輯1010將影像塊與封包邊界對準。因此,影 像塊ΤΙ、Τ3、Τ4、Τ7ΑΤ2分別與封包刚.5之邊界對 準。影像塊封裝邏輯亦試圖以可能的更有效之方式將影像 塊組合於封包内,而殘過封包邊界。基於影像塊中之每 一者的大小,將影像塊以與冗組合於一封包1〇〇1中;將 Τ3與Τ5組合於一封包1〇〇2中;將影像塊丁4與丁8組合於一 封包1003中;將影像塊以添加至封包1〇〇4;且將影像塊τ2 添加至封包丨005。因此,在此方案下,單一封包丟失將導 致不夕於2個影像塊(而非如圖J 〇a中所說明的3個影像塊 丟失。 & 、圖10b中所展示之實施例的一額外益處在於:影像塊係 以其在影像内被顯示之不同次序進行傳輸。若鄰近封包由 於干擾傳輸之同一事件(其將影響螢幕上彼此不接近之區 139848.doc -89- 201001177 域)而丢失 影。 則此方式在顯示器上產生較不w 人注意的假 例使用前向錯誤校正(FEC)技術來保護視訊流之 ’以分以使其免受頻道錯誤之影響。如此項技術中已 知1如里德_所羅門及v祕丨之咖技術產生錯誤校正資 科處訊並將其附加至經由通信頻道而傳輸之資料。若錯誤 在基本資料(例如,旧框)中出現,則咖可用於校正㈣ 誤。 FEC碼增加傳輸之f料速率,因此理想地,其僅在最需 要時使用。若資料正被發送’且其將不導致非常引人注意 =視覺假影’則可較佳不使用FEC碼來保護㈣卜舉例: 言,緊接於丟失的I影像塊之前的p影像塊將 生_秒之視覺假影(亦即,螢幕上之影像塊 新)。此種視覺假影幾乎不能被人眼偵測到。隨著p影像塊 自I影像塊進一步向後,丟失P影像塊愈加變得更引人注 意。舉例而言,若影像塊循環型樣為在〗影像塊再次可用 之前一I影像塊繼之以15個P影像塊,則若緊接於τ影像塊 之後之Ρ影像塊丟失,則其導致彼影像塊展示不正確之影 像歷時15個圖框時間(在60 fps下,彼將為25〇毫秒)。人眼 將容易偵測到250毫秒的流之中斷。因此,ρ影像塊距新的 I影像塊愈向後(亦即,P影像塊跟隨〖影像塊愈接近),則假 影愈引人注意。如先前所論述,儘管如此,但一般而言, p影像塊跟隨I影像塊愈接近,用於彼ρ影像塊之資料愈 小。因此,跟隨I影像塊之P影像塊不僅對於保護以免丟失 139848.doc -90- 201001177 而言更關鍵,而且其大小較小。此外,一般而言,需要保 護之資料愈小,保護其所需之FEC碼愈小。 因此,如圖lla中所說明,在一實施例中,由於j影像塊 在視訊流中之重要性,僅Ϊ影像塊具備FEC碼。因此,FEC 1101含有用於I影像塊1100之錯誤校正碼且17]£(: 11〇4含有 用於I影像塊1103之錯誤校正碼。在此實施例中,對於p影 像塊不產生FEC。 在圖11 b中所說明之一實施例中,對於在丟失時最可 月b 引起視覺假影之p影像塊亦產生咖碼。在此實施例中, FEC 1105提供用於前3個P影像塊但不用於跟隨的p影像塊 之錯誤校正碼。在另一實施例中,對於資料大小最小之p 影像塊產生F E C瑪(JL將傾而认&、pe丄 V,、肝彳貝向於自選在j影像塊之後最早出 現的P影像塊,其對於保護最為關鍵)。 在另-實施例中’並非將咖碼連同影像塊—起發送, 而是將影像塊傳輸兩次,每次在不同封包中傳輸。若一封 包丟失/延遲,則使用另一封包。 在圖11 c中所展示之一竇竑 Λ鈀例中,產生分別用於與視訊 同時自主機代管服務傳輸立 ηη们⑴ 力得粉之曰Λ封包⑴〇及⑴2的FEC碼 1111及111 3。维持視訊流中立 .^ ^ , 曰讯之完整性特別重要,因 為失真之θ讯(例如,滴答聲 * . X辦新聲)將導致特別不人雲 要之使用者體驗。FEC碼幫助確保立 0 化處無失真地再現。 ’、曰Λ内谷在用戶端電腦 在另一實施例中,並非將 送,而是將音訊資料傳輸兩次,每==貧料-起發 人在不同封包中傳輸。 i3984S.doc •91 - 201001177 若一封包丟失/延遲,則使用另一封包。 另外’在圖lid中所說明之—實施例中,咖碼⑴以 ⑽分別用於自用戶端415上行傳輸至主機代管服務⑽之 使用者輸人命令(例如,按紐按M)112G及1122。此係重要 的’因為在視訊遊戲或應用程式中漏掉按叙按壓或滑鼠運 動可能導致不合需要之使用者體驗。 ,,另一貫施例中,並非將FEC碼連同使用者輸入命令資 料I务运,而疋將使用者輸入命令資料傳輸兩次,每次 在不同封包中傳輸。若—封包丢失/延遲,則使用另-封 包。 ▲在貝〜例中,主機代官服務210評估與用戶端化之通 心頻道之品質,以本丨企a $ m 、 、疋使用FEC ’且若使用,則判定 應對視訊、音訊及使用者命令之何部分應用卿。評估頻 運之「品質」可包括如上所述的諸如估計封包丢失、延時 等之功能。若頻道特別不可靠1主機代管服務210可對 所有1影像塊、P影像塊、音訊及使用者命令應用FEC。相 比之下’右頻道可靠’ %主機代管服務2ι〇可僅對音訊及 使用者命令應請C,或可不對音訊或視訊應用咖,或 可根本不使用FEC。可使用FEC之應用之各種其他排列: 同時仍遵守广等基本原理。在一實施例中,主機代管服務 2 1 0不斷地視頻道之壯、g 貝迫之狀况且相應地改變FEC策略。 在另一實施例中’參看圖4a及圖朴,當封包丢失/延 遲’從而導致影像塊資料之丢失時,或若可能由於特別糟 之封包丟失而使得FEC不能夠校正丢失的影像塊資料,用 139848.doc •92· 201001177 戶端415評估在將接收新的1影像塊之前剩餘多少個圖框且 將其與自用戶端415至主機代管服務2ig之來回行程延時相 比較°若來回行程㈣小於新的I影像塊應到達之前的圖 框之數目’則用戶端415向主機代管服務21〇發送訊息,請 求新的I 像塊。將此訊息路由至視訊邀縮器_,且其並 非產生用於資料已丟失之影像塊的P影像塊,而是產生、If; 像塊。假定SJ4a及圖4b中所展示之系統經設計以提供通常 小於80毫秒之來回行程延時,則此導致影像塊被校正於8〇 毫秒内(在60fPs下,圖框具有〗6.67毫秒之持續時間,因此 在全圖框時間巾,80毫秒延時將導致83 33毫秒内的經校 正之影像塊,83.33毫秒為5個圖框時間,其為引人注意的 中斷,但遠不及(例如)對於15個圖框25〇毫秒中斷引:注 意)。當壓縮器404脫離其通常的循環次序而產生此種丨影像 塊%,若I影像塊將引起彼圖框之頻寬超過可用頻寬,則 壓縮器404將延遲其他影像塊之循環,以使得其他影像塊 在彼圖框時間期間接收P影像塊(即使在彼圖框期間一影像 塊通¥將應為I影像塊)’且接著通常的循環將自下一個圖 框開始繼續,且通常將已接收到先前圖框中之1影像塊的 影像塊將接收I影像塊。儘管此動作暫時延遲尺圖框循環之 階段’但其通常將在視覺上不引人注意。 視訊及音訊壓縮器/解壓縮器實施 圖12說明一特定實施例,其中使用多核及/或多處理器 1200來並行地壓縮8個影像塊。在一實施例中,使用在 2.66 GHz或更高下執行之雙核處理器、四核Xe〇n CPU電腦 139848.doc -93· 201001177 系統,每一核心作為獨立過程實施開源x264 h.264壓縮 斋。然而’可使用各種其他硬體/軟體組態’同時仍遵守 此等基本原理。舉例而言,Cj>u核心中之每一者可藉由以 FPGA實施之H,264壓縮器來替換。在圖12中所展示之實例 中’核心1201 -1 208用於作為八個獨立線緒來同時處理I影 像塊及P影像塊。如此項技術中眾所熟知的,當前多核及 多處理器電腦系統與諸如Microsoft Windows XP專業版(64 位元版或者32位元版)及Linux之多線緒處理作業系統整合 時’其固有地能夠進行多線緒處理。 在圖12中所說明之實施例中,因為該8個核心中之每一 者僅負責一影像塊,所以其很大程度上獨立於其他核心而 操作,每一者執行X264之單獨實例化。使用以PCI Express χΐ為基礎之ϋνι俘獲卡(諸如,來自NetheHands的The rate, colocation service 210 can, for example, modify the image resolution and/or the number of frames per second of the video stream to be sent to the client 415. In addition, the colocation service can adjust the quality level of the compressed video. When changing the resolution of the video stream (e.g., from 1280 720 resolution to 64 〇 >< 36 〇), the video decompression logic 412 on the client 415 can scale the image to maintain the same on the display glory. Image size. In one embodiment, the colocation service 2) suspends the game in the event that the channel is completely logged out. In the case of a multiplayer game, the colocation service reports to other users that the user has quit the game and/or paused the game for other users.丢弃 A discarded or delayed packet. In one embodiment, if the data is lost due to packet loss between the video compressor 404 and the client 415 in FIG. 4a or the servant, or cannot be decompressed due to being too late to arrive. And the packets satisfying the delay requirement of the decompressed frame are lost without being received in order, and the video decompression logic 412 can reduce the visual artifacts. In the streaming I/P frame implementation, if there is a lost/delayed = packet, the entire screen is affected, which may cause the screen to completely collapse. 139848.doc •87- 201001177 - Time period or other screen wide viewing The lost/delayed packet causes the I frame to be 'v. "For the column, if you lose the front, the solution will lack the missing p frame for receiving the new 1 frame with pf, then it will affect the reference following the P frame. If there is a frame before it appears For how long, this will have a screen frame of the screen, . ', with a car owner or a shorter visual shadow. Using the interlaced 的' package shown in Figures 7a and 7b is unlikely to affect the entire screen. : Image block contained in the block loss/delay packet. If 匕= it only affects the affected meat brigade, the data of the shirt image block is in the individual packet/transport', then if the packet is lost, it only affects - Image block. The duration of the image will depend on whether the image block is lost or not, and how many graphs will be spent before the 1 block appears in the case of a ghost loss, but 'assuming different images on the screen The block is updated by the J frame very frequently (perhaps every frame), and even if the image block on the screen is affected, other image blocks may not be affected. In addition, if an event causes the f-packet to be lost at the same time (for example, a temporary interruption in the power of the adjacent DSL line), some image blocks will be more affected than their image blocks, but because - Some image blocks will be updated quickly by the new image block so they are only temporarily affected. In addition, in the case of the implementation of the stream/p frame, not only the 1 frame is the most critical frame, but the J frame is extremely large, so if there is an event causing the discarded/delayed packet, then a much smaller t image is used. The block has a higher probability of being affected than the I frame (that is, if any part of the I frame is lost, it is impossible to decompress the J frame). For all of these reasons, the use of Ι/p blocks causes a much smaller visual artifact when the packet is discarded/delayed compared to the Ι/P frame. 139848.doc -88 · 201001177 An embodiment attempts to reduce the effects of lost packets by intelligently encapsulating compressed video blocks into TCP (Transmission Control Protocol) packets or UDP (User Datagram Protocol) packets. For example, in one embodiment, the image block is aligned with the packet boundary whenever possible. Figure 10a illustrates how an image block can be encapsulated within a series of packets 1001_1005 without implementing this feature. Specifically, in Figure 1a, the image block crosses the packet boundary and is inefficiently packaged such that the loss of a single packet results in the loss of multiple frames. For example, if the packet 1003 or 1004 is lost, three image blocks are lost, resulting in visual artifacts. In contrast, Figure 10b illustrates image block packaging logic 1010 for intelligently encapsulating image blocks within a packet to reduce the effects of packet loss. First, image block encapsulation logic 1010 aligns the image block with the packet boundary. Therefore, the image blocks ΤΙ, Τ3, Τ4, Τ7ΑΤ2 are aligned with the boundary of the packet just .5. Image block encapsulation logic also attempts to combine image blocks into packets in a potentially more efficient manner, while leaving the packet boundaries. Based on the size of each of the image blocks, the image blocks are combined in a package 1〇〇1; the Τ3 and Τ5 are combined in a package 1〇〇2; the image blocks 4 and D8 are combined. In a packet 1003; the image block is added to the packet 1〇〇4; and the image block τ2 is added to the packet 丨005. Therefore, under this scheme, the loss of a single packet will result in the loss of 2 image blocks (instead of the loss of the 3 image blocks as illustrated in Figure 〇a. & one of the embodiments shown in Figure 10b) An additional benefit is that the image blocks are transmitted in a different order in which they are displayed within the image. If the neighboring packets are due to the same event that interferes with the transmission (which would affect the areas on the screen that are not close to each other 139848.doc -89 - 201001177 domain) Loss of shadow. This method produces a less noticeable error on the display using forward error correction (FEC) technology to protect the video stream from being affected by channel errors. Knowledge 1 such as Reed _ Solomon and v Secrets of the coffee technology generated error correction information and attached to the information transmitted via the communication channel. If the error occurs in the basic information (for example, the old box), then Can be used to correct (4) errors. The FEC code increases the f rate of the transmission, so ideally it is only used when it is most needed. If the data is being sent 'and it will not cause very noticeable = visual artifacts' Do not use FEC code to protect (4) Bu: In other words, the p image block immediately before the missing I image block will produce a visual artifact of _ seconds (that is, the image block on the screen is new). It can hardly be detected by the human eye. As the p image block is further backward from the I image block, the loss of the P image block becomes more and more noticeable. For example, if the image block cycle pattern is available again in the image block If the previous I image block is followed by 15 P image blocks, if the image block immediately after the τ image block is lost, it will cause the image block to display the incorrect image for 15 frame time (at 60 fps). Next, he will be 25 〇 milliseconds. The human eye will easily detect the interruption of the flow of 250 milliseconds. Therefore, the ρ image block is farther backwards from the new I image block (that is, the closer the P image block follows the image block) ), the more attention is paid to the artifacts. As discussed earlier, in general, the closer the p image block follows the I image block, the smaller the data used for the ρ image block. Therefore, the I image block is followed. The P image block is not only protected against loss 139848.doc -90- 2010 01177 is more critical and smaller in size. Furthermore, in general, the smaller the data to be protected, the smaller the FEC code required to protect it. Thus, as illustrated in Figure 11a, in one embodiment, Due to the importance of the j image block in the video stream, only the image block has the FEC code. Therefore, the FEC 1101 contains the error correction code for the I picture block 1100 and 17] £: 11 〇 4 contains the I picture block. Error correction code of 1103. In this embodiment, no FEC is generated for the p-image block. In one embodiment illustrated in Figure 11b, the p-image block that causes visual artifacts at the most lucrative b when lost is also The coffee code is generated. In this embodiment, the FEC 1105 provides an error correction code for the first 3 P-picture blocks but not for the following p-picture blocks. In another embodiment, FEC Ma is generated for the p-image block with the smallest data size (JL will recognize & pe丄V, liver mussel toward the P-image block that appears first after the j image block, It is the most critical for protection). In another embodiment, instead of sending the coffee code along with the image block, the image block is transmitted twice, each time in a different packet. If one packet is lost/delayed, another packet is used. In one example of the sinus rhodium palladium shown in Fig. 11c, FEC codes 1111 and 111 for respectively transmitting the enthalpy packets (1) 〇 and (1) 2 from the host escrow service simultaneously with the video are generated. 3. Maintaining video stream neutrality. ^ ^, the integrity of the news is particularly important, because the distortion of the θ (for example, ticking *. X new voice) will lead to a particularly inconvenient user experience. The FEC code helps ensure that the reproduction is reproduced without distortion. In another embodiment, the intranet is not sent, but the audio data is transmitted twice, and each == lean-transmitter is transmitted in a different packet. i3984S.doc •91 - 201001177 If one packet is lost/delayed, another packet is used. In addition, in the embodiment illustrated in the figure, the coffee code (1) is used for (10) for the user input command (for example, press button M) 112G for uplink transmission from the client terminal 415 to the colocation service (10). 1122. This is important because 'missing press or mouse movements in video games or applications can lead to an undesirable user experience. In another embodiment, the FEC code is not transported together with the user input command data, and the user input command data is transmitted twice, each time in a different packet. If the packet is lost/delayed, an additional packet is used. ▲ In the case of 贝 〜 , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , What part of the application is Qing. The "quality" of the evaluation frequency may include functions such as estimating packet loss, delay, etc. as described above. If the channel is particularly unreliable, the colocation service 210 can apply FEC to all 1 video blocks, P video blocks, audio and user commands. In contrast, the 'right channel reliable' % colocation service 2 〇 can only request C for audio and user commands, or may not apply to audio or video, or may not use FEC at all. Various other arrangements of FEC applications can be used: At the same time, the broad principles are still adhered to. In an embodiment, the colocation service 2 1 0 constantly keeps the video channel strong, and changes the FEC policy accordingly. In another embodiment, 'refer to FIG. 4a and FIG., when the packet is lost/delayed', resulting in loss of image block data, or if the FEC cannot correct the missing image block data due to the particularly bad packet loss, Use 139848.doc •92·201001177 terminal 415 to evaluate how many frames remain before receiving a new 1 image block and compare it with the round trip delay from the user terminal 415 to the colocation service 2ig. (4) Less than the number of frames before the new I image block should arrive. Then the client 415 sends a message to the colocation service 21 to request a new I block. This message is routed to the Video Recipient _, and it does not generate a P-Video block for the image block in which the data has been lost, but instead generates an If; image block. Assuming that the systems shown in SJ4a and Figure 4b are designed to provide a round trip delay of typically less than 80 milliseconds, this results in the image block being corrected to within 8 milliseconds (at 60fPs, the frame has a duration of 6.67 milliseconds, So in the full frame time, the 80 millisecond delay will result in a corrected image block in 83 to 33 milliseconds, and 83.33 milliseconds as 5 frame time, which is an interesting interruption, but far less than (for example) for 15 Frame 25 〇 millisecond interrupt reference: Note). When the compressor 404 is out of its normal cyclic order to generate such a block of image blocks, if the I block will cause the bandwidth of the frame to exceed the available bandwidth, the compressor 404 will delay the loop of the other blocks, so that The other image blocks receive the P image block during the frame time (even if the image block will be an I image block during the frame) and then the normal loop will continue from the next frame, and will usually An image block that has received 1 image block in the previous frame will receive an I image block. Although this action temporarily delays the stage of the ruler loop', it will usually be visually unobtrusive. Video and Audio Compressor/Decompressor Implementation Figure 12 illustrates a particular embodiment in which multiple cores and/or multiple processors 1200 are used to compress eight image blocks in parallel. In one embodiment, a dual-core processor, a quad-core Xe〇n CPU computer 139848.doc-93·201001177 system, executed at 2.66 GHz or higher, is used as an independent process to implement open source x264 h.264 compression. . However, various other hardware/software configurations can be used while still complying with these basic principles. For example, each of the Cj>u cores can be replaced by an H,264 compressor implemented in an FPGA. In the example shown in Figure 12, the cores 1201 - 1 208 are used to process the I and Q blocks simultaneously as eight separate threads. As is well known in the art, current multi-core and multi-processor computer systems are inherently integrated with systems such as Microsoft Windows XP Professional (64-bit or 32-bit) and Linux. Ability to perform multi-thread processing. In the embodiment illustrated in Figure 12, since each of the eight cores is only responsible for one image block, it operates largely independently of the other cores, each performing a separate instantiation of X264. Use ϋνι capture cards based on PCI Express ( (such as from NetheHands

Microtronix of 〇osterh〇ut之 Sender〇視訊成像巧開發板)來 俘獲640x480、800><600或128〇><.72〇解析度下的未經壓縮之 視Λ,且卡上之FPGA使用直接記憶體存取(DMA)來將所 俘獲之視訊經由DVm流排傳送至系統ram中。將該等影 像塊配置成4χ2配置12G5(儘管其說明為方形影像塊,但在 此實施例中,其具有⑽X24G解析度)。⑽之每—實㈣ 經組態以壓縮該8個160><240影像塊中之一者,且其經同步 ,以使得在初始!影像塊壓縮之後每—核心進人二循環, 每一圖框與另一圖框不同相, 网 小U相以壓縮—I影像塊繼之以七 個P影像塊’如圖12中所說明。 在每一圖框時間 使用先則所描述之技術將所得的經壓 139848.doc -94- 201001177 縮影像塊組合成封包流’且接著將經壓縮影像塊傳輸至目 的地用戶端41 5。 儘管圖12中未說明’但若組合的8個影像塊之資料速率 超過指定峰值資料速率941,則所有8個χ264過程將暫時中 止歷時達必要的圖框時間’直至已傳輸用於組合的8個影 像塊之資料為止。 在一實施例中’將用戶端415實施為執行FFrnpeg之8個 實例化之PC上的軟體。接收過程接收8個影像塊,且將每 衫像塊路由至FFmpeg貫例化,FFmpeg實例化解壓縮影 像塊並將其再現至顯示器件422上之適當影像塊位置。 用戶端41 5接收來自PC之輸入器件驅動器的鍵盤、滑鼠 或遊戲控制器輸入並將其傳輸至伺服器。伺服器402接 著應用所接收之輸入器件資料並將其應用於在伺服器4〇2 上執行之遊戲或應用程式,伺服器4〇2為使用Inty 216 GHz雙核CPU執行wind〇WS2pC。伺服器4〇2接著產生新圖 C並,、’二由其DVI輸出端將新圖框自以主機板為基礎之圖形 系統或者經由NVIDIA 8800GTX PCI Express卡之DVI輸出 端輸出。Microtronix of 〇osterh〇ut's Sender video imaging development board) captures uncompressed video at 640x480, 800><600 or 128〇><.72〇 resolution, and the FPGA on the card Direct memory access (DMA) is used to transfer the captured video to the system ram via the DVm stream. The image blocks are arranged in a 4χ2 configuration 12G5 (although this is illustrated as a square image block, in this embodiment it has (10) X24G resolution). (10) Each—the real (four) is configured to compress one of the eight 160><240 image blocks, and they are synchronized so that at the beginning! After the image block is compressed, each core enters a second cycle, and each frame is out of phase with another frame, and the small U phase is compressed - the I image block is followed by seven P image blocks as shown in FIG. The resulting compressed 139848.doc -94 - 201001177 reduced image blocks are combined into a packet stream at each frame time using the techniques described above and the compressed image blocks are then transmitted to the destination client terminal 41 5 . Although not illustrated in Figure 12, but if the data rate of the combined 8 image blocks exceeds the specified peak data rate 941, then all 8 χ264 processes will temporarily suspend the time frame up to the necessary frame time until the 8 for the combination has been transmitted. The data of the image block. In one embodiment, the client 415 is implemented as a software on a PC that implements eight instantiations of FFrnpeg. The receiving process receives eight image blocks and routes each of the tiles to FFmpeg. The FFmpeg instantiates the decompressed image block and reproduces it to the appropriate image block location on display device 422. The client 41 5 receives the keyboard, mouse or game controller input from the input device driver of the PC and transmits it to the server. The server 402 then receives the input device data received by the application and applies it to the game or application executed on the server 4〇2, and the server 4〇2 executes the wind〇WS2pC using the Inty 216 GHz dual-core CPU. The server 4〇2 then generates a new picture C, and the second picture is output by its DVI output from the motherboard-based graphics system or via the DVI output of the NVIDIA 8800GTX PCI Express card.

同時伺服益402經由其數位音訊輸出端(例如, S/PDIF)輸出由遊戲或應用程式產生之音訊,該數位音訊 輸出端耦合至實施視訊壓縮的以雙四核Xeon為基礎之PC 的數位音讯輸入端。v〇rbis開源音訊壓縮器用於使用可 用於處理線緒之無論什麼核心、來與視訊同時地壓縮音訊。 在Λ知例中,完成壓縮其影像塊之核心首先執行音訊壓 139848.doc •95· 201001177 、广 著將、^壓縮之音訊連同經壓縮之視訊一起傳輸,並 ^ 5上使用Yorbls音訊解壓縮器來解壓縮經壓縮之 音訊。 主機代管服務伺服器中心分配 經由玻璃(諸如’光纖)之光以光在真空中之速度的某一 刀率行進且因此可判定光在光纖_之確切傳播速度。但 疋在實&中,考慮用於路由延遲、傳輸無效率及其他耗 用之%間吾人觀察到網際網路上之最佳延時反映較接近 光速之50/。的傳輸速度。因此,最佳英里來回行程延 時為、々22寇移,且最佳3000英里來回行程延時為約64毫 秒。因此,一美國海岸上之單一伺服器將距離過遠以致不 此以所要之延時伺服另一海岸上之用戶端(其可能達3000 英里m )。然而,如圖1 3a中所說明,若主機代管服務2 i 〇 伺服器中心1300定位於美國之中心(例如,。旧⑽、 Nebraska等),以致至美國大陸中之任何點之距離為約i5〇〇 英里或1500英里以下’來回行程網際網路延時可低至32毫 秒。參看圖4b,注意:儘管使用者ISP 453所允許之最糟狀 況延時為25毫秒,但通常,在DSL及電纜數據機系統之情 況下吾人觀察到較接近1 〇_丨5毫秒之延時。又,圖4b假定 自使用者場所211至主機代管中心210之最大距離為1〇〇〇英 里。因此’在所使用的典型的15毫秒之使用者lsp來回行 程延時及對於32毫秒之來回行程延時的1500英里之最大網 際網路距離的情況下’自使用者致動輸入器件42 1之時刻 至在顯示器件422上看見回應的總來回行程延時為 139848.doc •96· 201001177 l + l + 15 + 32 + l + 16 + 6 + 8 = 80毫秒。因此,通常可在15〇〇英里 之網際網路距離上達成80毫秒回應時間。此將允許美國大 陸中具有足夠短之使用者ISP延時453的任何使用者場所存 取在中心定位之單一伺服器中心。 在圖13b中所說明之另一實施例中,主機代管服務21〇伺 服器中心HS1-HS6戰略上定位於美國(或其他地理區域)之 周圍,特定較大之主機代管服務伺服器中心接近高人口中 心而定位(例如,HS2及HS5)。在一實施例中,伺服器中心 HS1-HS6經由網路1301交換資訊,網路13〇1可為網際網路 或私用網路或兩者之組合。在多個伺服器中心之情況下, 可以較低延時向具有高使用者ISP延時453之使用者提供服 務。 儘官網際網路上之距離的確為對經由網際網路之來回行 程延時有影響的因素,但有時很大程度上與延時無關之其 他因素亦起作用。有時經由網際網路將封包流路由至距離 退之位置且再次返回,從而導致來自長循環之延時。有時 在路徑上存在不適當操作之路由設備,從而導致傳輸之延 遲。有時存在使路徑超載之訊務,其引入延遲。此外,有 時,根本係存在防止使用者之ISP路由至給定目的地的故 障。因此,儘管通用網際網路通常以相當可靠且最佳之路 由及延時來提供自一點至另一點之連接,該相當可靠且最 佳之路線及延時很大程度上係藉由距離來判定(尤其是在 V致路由至使用者之本端區域之外部的長距離連接的情況 ) X 了罪性及延時得不到任何保證且常常不可自使 139848.doc •97- 201001177 用者之場所至通用網際網路上之給定目的地而達成。 在一實施例中,當使用者用戶端415最初連接至主機代 管服務210以玩視訊遊戲或使用應用程式時,用戶端在啟 動時與可用的主機代管服務伺服器中心Hs丨_HS6中之每一 者通信(例如,使用上文所描述之技術)。若延時對於特定 連接而言足夠低,則使用彼連接。在—實施例中,用戶端 與所有主機代管服務祠服器中心或主機代管服務飼服器中 心之-子集通信,選擇具有最低延時連接之主機代管服務 祠服器中心。用戶端可選擇具有最低延時連接之服務中 心,或伺服器中心可識別具有最低延時連接之伺服器中心 並將此資訊(例如,以網際網路位址之形式)提供給用戶 端。 若特定主機代管服務祠服器中心超載及/或使用者之遊 戲或應用程式可容忍至另一、較少載入之主機代管服務伺 服器中心的延時,料將用戶端415重定向至另—主機代 管服務伺服器中心。在此種情形下,將使㈣者正執行之 遊戲或應用程式在使用者之超載伺服器中心處的伺服器 上暫彳T且將遊戲或應用程式狀態資料傳送至另一主 機代管服務伺服器中心處之祠服器402。接著將重新開始 ❹戲或應用程式。在-實施例中,主機代管服務210將 等待直至遊戲或應用程式達到自然暫停點⑽,遊戲中 之級別之間’或者在使用者在應用程式中起始「保 :::後)才進行傳送。在又-實施例中,主機代管服細 料待直至使用者活動停止料指定時間週期(例如,α 139848.doc -98- 201001177 鐘)為止且接著將在彼時起始傳送。 如上所述,在一實施例中,主機代管服務21〇訂用圖14 之網際網路繞過服務440以試圖將得到保證的延時提供給 其用戶端。如本文中所使用之網際網路繞過服務係提供自 、.罔際、,.罔路上之一點至另一點之具有得到保證之特性(例 如,延時、資料速率等)的私用網路路線的服務。舉例而 言,若主機代管服務21〇正使用在San Francisc〇提供的 AT&T之DSL服務隸來自使用者之大量訊務(而非路由至 以AT&T之San Francisco為基地的中央辦公室),則主機代 管服務210將在以San Frandsc〇為基地之中央辦公室與用 於主機代管服務210之伺服器中心中的一或多者之間租用 來自服務提供者(可能為AT&T本身或另一提供者)之高容量 私用貝料連接。接著’ |自所有主機代管服務伺服器中心 HS1-HS6經由通用網際網路至卜扣士⑶中使用 DSL之使用者的路料致過高料,則可改為使用私用資 料連接。儘管私用資料連接通常比經由通用網際網路之路 線更昂貴,但只要其保持主機代管服務⑽之—小百分比 連接至使用者,總成本影響就低,且使用者將體驗到更— 貫之服務體驗。 在電力故障之情況下,伺服器中巧常具有兩個備用電 ::第;層通常為來自電池(或來自替代的立即可用之 里原諸如保持運轉且附接至發電機之飛輪)之備用電 力,其在電力幹線出故障時立即提供電力且保持伺服器中 心運轉。若電力故障為暫時的,且電力幹線迅速返回(例 139848.doc •99· 201001177 如,在一分鐘内), 轉。但若電力故障歷時二也所f的係保持飼服器中心運 機(例如,柴油機供電^之%間週期,則通常啟動發電 即可運轉。該等發電機極::電池且發電機只要具有燃料 伺服器中心通常自恭纟P貝’因為其必須能夠產生多達 、幂自电力幹線所得到的電力。 在一實施例中,Φ她,, 共用㈣服務HSl-HS5中之每-者彼此 其可將在進行中的遊 ㈣…具有電力故障時, 應用程式狀態資料自i程式暫停’且接著將遊戲或 心處之伺服器4〇2,且接著:服〇2傳送至其他飼服器中 α ^ ^ ..妾考將通知母一使用者之用戶端415 現,曰則將你用士至新的飼服器4〇2。假$該等情形偶爾出 轉移至不能夠提供最佳延時之主機代管服 務伺服斋中心(亦g p使用者將僅必須容忍較高延時歷時 障之:續時間)可為可接受的,其將允許用於轉移 士口之寬付多的範圍的選項。舉例而言’給定跨越美國 之牯區差,則東海岸上之使用者在11:30PM可能將要睡 眠’而西海厗上之使用者在8:3〇pM正開始在視訊遊戲使用 上達到峰值。右彼時西海岸上之主機代管服務伺服器中心 中存在電力故障’則其他主機代管服務伺服器中心處可能 不存在用於處理所有使用者之足夠的西海岸伺服器4〇2。 在此種情形下’可將一些使用者轉移至東海岸上具有可用 伺服器402之主機代管服務伺服器中心,且對於使用者而 5的唯一後果將係較高延時。一旦將使用者自失去電力之 伺服器中心轉移,伺服器中心接著就可開始其伺服器及設 139848.doc 100- 201001177 備之有序切斷,以便在命/斗、甘 使在屯池(或其他立即電力備用 前切斷所有設備。以此方式, )盡之 電機的成本。 了避免用於甸服器中心之發 在-實施例中,在主機代管服務2ig之嚴重載人之 期間(或者由於峰值使用者載入 θ 器中心出故障),基於使用者正#用因為一或夕個伺服 使用者正使用之遊戲或應用程式之 延時要求將使用者轉移至其他飼服器中心。因此 用需要低延時之遊戲戋應用ρ 將為使 ^ 應g式的❹者給线存在有限 ί、應之可用低延時伺服器連接的優選。 主機代管服務特徵 圖15說明在以下特徵描述中利用的用於主機代管服務 210之飼服器中心之組件的實施例。如同圖2a中所說明之 主機代管服務210一樣,除非另外有條件,否則此伺服写 中心之組件由主機代管服務21〇控制系統4〇ι來控制及協 調。 將來自使用者用戶端415之人埠網際網路訊務测指引 皐路由1502。通常’入埠網際網路訊務15〇1將經由至 簡網路之高速光纖連接而進入飼服器中心,但具有足夠 頻寬、可*性及低延時之任何網路連接構件將係足夠的。 入埠路由15〇2係網路(該網路可實施為乙太網路、光纖頻 道:路,或經由任何其他輸送構件)交換器及支援該等交 '。之路由伺服益的系統’其取得到達的封包且將每一封 包路由至適當應用程式/遊戲伺服器l52i_i525。在一實施 例中,遞达至特定應用程式/遊戲飼服器之封包表示自用 139848.doc -101 - 201001177 戶端所接收之資料之一子集及/或可由資料中心内之其他 組件(例如,網路連接組件,諸如閘道器及路由器)來轉譯/ 改又在些狀況下,(例如)若遊戲或應用程式同時並行 地在多個伺服器上執行,則每次將封包路由至一個以上伺 服器152】-1525。RAID陣列1511_1512連接至入埠路由網路 1502,以使得應用程式/遊戲伺服器1521 陣列加·崎“ RA料心⑽12。=取: 陣列1515(其可實施為多個RAID陣列)亦連接至入琿路由 1502,且來自RAID陣列1515之資料可自應用程式/遊戲伺 服器152W525來讀取。入埠路由⑽可在多種先前技術 網路架構(包括樹結構之交換器,入埠網際網路訊務ΐ5〇ι 在其根部)中實施;在互連所有各種器件之網狀結構中實 施;或作為互連之子網路序列(互通器件當中之集中訊務 與其他器件當中之集中訊務隔離)來實施。一類型之網路 組態為S AN,其儘管通常用於儲存器件,但其亦可用於器 件之間的通用高速資料傳送。又,應用程 可各自具有至入埠路由⑽之多個網路連接^ 舉例而言,飼服器可具有至附接至RAm陣列 1511-1512之子網路的網路連接及至附接至其他器件之子 網路的另一網路連接。 應用程式/遊戲飼服器1521-1525可經相同地、有些不 地或全部不同地來組態,如先前關於圖4a中所說明之實 例中之伺服器402所描述的。在一實施例中,每一使用 虽使用主機代官服務時通常為至少—應用程式/遊戲伺 139848.doc -102- 201001177 器1 521 -1525。出於說明之簡單起見,將假定給定使用者 正使用應用程式/遊戲伺服器1521,但多個伺服器可由一 使用者使用,且多個使用者可共用單一應用程式/遊戲伺 服„„ 1521-1525。自用戶端41 5(如先前所描述)所發送的使 用者之控制輸入經接收為入埠網際網路訊務15〇1,且經由 入埠路由1502而路由至應用程式/遊戲伺服器1521。應用 程式/遊戲伺服器1521使用使用者之控制輸入作為至在伺 服器上執行之遊戲或應用程式的控制輸入,且計算視訊及At the same time, Servo 402 outputs audio generated by the game or application via its digital audio output (eg, S/PDIF), which is coupled to the digital audio of the dual quad-core Xeon-based PC that implements video compression. Input. The v〇rbis open source audio compressor is used to compress audio at the same time as video, using whatever core can be used to process the thread. In the case of knowing, the core of compressing the image block is first to perform the audio pressure 139848.doc •95· 201001177, the ubiquitous, the compressed video is transmitted together with the compressed video, and the Yorbls audio is decompressed on the 5 To decompress the compressed audio. The colocation service server center distributes light passing through a glass (such as an 'optical fiber) at a certain rate of light at a speed in the vacuum and thus can determine the exact propagation speed of the light at the fiber. However, in the real &, considering the use of routing delay, transmission inefficiency and other consumption, I observed that the optimal delay on the Internet is closer to 50/ of the speed of light. Transmission speed. Therefore, the optimal mile round trip delay is 々22 ,, and the optimal 3000 mile round trip delay is about 64 milliseconds. Therefore, a single server on the US coast will be too far apart to serve the client on the other coast (which may be up to 3000 miles) with the desired delay. However, as illustrated in Figure 13a, if the colocation service 2i server center 1300 is located at the center of the United States (eg, old (10), Nebraska, etc.), the distance to any point in the continental United States is approximately The i5 mile or less 1500 mile 'round trip internet latency can be as low as 32 milliseconds. Referring to Figure 4b, note that although the worst case delay allowed by the user ISP 453 is 25 milliseconds, it is generally observed that in the case of DSL and cable modem systems, a delay of approximately 1 〇 _ 丨 5 milliseconds is observed. Further, Fig. 4b assumes that the maximum distance from the user premises 211 to the colocation center 210 is 1 mile. Thus 'in the case of the typical 15 millisecond user lsp round trip delay used and the maximum internet distance of 1500 miles for a 32 millisecond round trip delay, 'from the moment the user actuates the input device 42 1 The total round trip delay for seeing a response on display device 422 is 139848.doc • 96· 201001177 l + l + 15 + 32 + l + 16 + 6 + 8 = 80 milliseconds. As a result, an 80-millisecond response time is typically achieved over an Internet distance of 15 miles. This will allow any user location in the US mainland with a sufficiently short user ISP delay of 453 to be accessed in a centrally located single server center. In another embodiment illustrated in Figure 13b, the colocation service 21" server centers HS1-HS6 are strategically located around the United States (or other geographic area), a particular larger colocation service server center Positioned close to high population centers (eg, HS2 and HS5). In one embodiment, server centers HS1-HS6 exchange information via network 1301, which may be an internet or private network or a combination of both. In the case of multiple server centers, users with high user ISP delays 453 can be served at lower latency. The distance on the Internet is indeed a factor that affects the latency of travel back and forth via the Internet, but other factors that are largely unrelated to latency also work. Sometimes the packet flow is routed through the Internet to a distance back and back again, resulting in a delay from the long loop. Sometimes there are routing devices that are not operating properly on the path, resulting in delays in transmission. There are sometimes traffic that overloads the path, which introduces delays. In addition, sometimes, there is a failure to prevent the user's ISP from routing to a given destination. Therefore, although the universal Internet usually provides connections from one point to another with fairly reliable and optimal routing and latency, this fairly reliable and optimal route and delay is largely determined by distance (especially It is the case where the V is routed to the long-distance connection outside the user's local area.) X The sin and delay are not guaranteed and often cannot be used 139848.doc •97- 201001177 User's place to general Achieved by a given destination on the Internet. In an embodiment, when the user client 415 is initially connected to the colocation service 210 to play a video game or use an application, the client is in startup with the available colocation service server center Hs丨_HS6. Each of them communicates (eg, using the techniques described above). If the delay is low enough for a particular connection, use the connection. In an embodiment, the client communicates with all of the copier service server centers or a subset of the colocation service server center, selecting the colocation service server with the lowest latency connection. The client can select the service center with the lowest latency connection, or the server center can identify the server center with the lowest latency connection and provide this information (for example, in the form of an internet address) to the client. If the specific colocation service is overloaded with the server center and/or the user's game or application can tolerate the delay to another, less loaded colocation server server center, the client 415 is redirected to Another—host hosting service server center. In this case, the game or application being executed by (4) will be temporarily placed on the server at the user's overloaded server center and the game or application status data will be transferred to another hosted service server. The server 402 at the center of the device. Then you will restart the game or the app. In an embodiment, the colocation service 210 will wait until the game or application reaches the natural pause point (10), between the levels in the game 'or after the user starts "protection:::" in the application. In a further embodiment, the host escrow service waits until the user activity stops for a specified period of time (eg, α 139848.doc -98 - 201001177) and will then initiate transmission at that time. In one embodiment, the colocation service 21 subscribes to the Internet bypass service 440 of Figure 14 in an attempt to provide a guaranteed delay to its client. As used herein, the Internet is orbiting The service system provides services for private network routes with guaranteed characteristics (eg, delay, data rate, etc.) from one point to another on the road. For example, if the host is on behalf of The service provider is using the AT&T DSL service provided by San Francisc〇, which is based on a large number of users (not routed to the central office based on AT&T San Francisco). 210 will Hiring from a service provider (possibly AT&T itself or another provider) between one or more of the central office based on San Frandsc〇 and the server center for colocation service 210 The capacity is privately connected to the bait. Then, from all the colocation service server centers HS1-HS6 via the universal Internet to the users of the DSL who use DSL in the buckle (3), the material can be changed to Use private data connections. Although private data connections are usually more expensive than routes via the universal Internet, as long as they maintain a colocation service (10) - a small percentage is connected to the user, the total cost impact is low and the user Experience a more complete service experience. In the case of a power failure, the server often has two backup powers: the first layer is usually from the battery (or from the ready-to-use source of the alternative, such as keep running and attached The backup power connected to the generator's flywheel, which provides power immediately when the mains fails, and keeps the server center running. If the power failure is temporary and the mains are fast Back (example 139848.doc •99· 201001177 eg, within one minute), turn. However, if the power failure lasts twice, the system maintains the center of the feeding machine (for example, the diesel engine power supply ^% cycle, then Usually the power generation can be started. These generator poles:: batteries and generators as long as they have a fuel server center usually self-respecting P-because because they must be able to generate as much power as possible from the mains. In the embodiment, Φ her, the shared (four) service HSl-HS5 each of them can be in the ongoing tour (four) ... with power failure, the application state data is suspended from the i program 'and then the game or heart The server is 4〇2, and then: the service 2 is transferred to the other feeding device α ^ ^ .. The test will inform the user of the user 415, then you will use the new to feed The server is 4〇2. Fake $ such occasions may be transferred to a hosted service server that does not provide the best delay (also gp users will only have to tolerate higher latency time lags: continuation time) may be acceptable, it will Allows the option to transfer the range of wide payouts. For example, given the difference between the United States and the United States, users on the East Coast may be sleeping at 11:30 PM, while users in the West Sea are starting to peak in video games at 8:3 〇pM. On the other hand, there is a power failure in the colocation service server center on the West Coast. There may not be enough West Coast servers 4〇2 for handling all users at the other colocation service server center. In this case, some users may be transferred to the colocation service server center with the available server 402 on the East Coast, and the only consequence for the user is a higher latency. Once the user is transferred from the server center where the power is lost, the server center can then start its server and set up the 139848.doc 100-201001177 orderly cut-off, so that it can be used in the life/bucket Or cut off all equipment immediately before power backup. In this way, the cost of the motor is exhausted. In order to avoid the use of the Provider Center, in the embodiment, during the serious manned period of the colocation service 2ig (or due to the peak user loading θ device center failure), based on the user is using # The delay in the game or application being used by the servo user, one or the other, is required to transfer the user to another center. Therefore, the use of ρ for games that require low latency will be preferred for the low-latency server connections that are available for the line. Host Escort Service Features Figure 15 illustrates an embodiment of the components of the feeder center for the colocation service 210 utilized in the following description of the features. As with the colocation service 210 illustrated in Figure 2a, the components of the servo write center are controlled and coordinated by the colocation service 21〇 control system 4〇 unless otherwise conditional. The person from the user client 415 埠 Internet traffic measurement guide 皋 route 1502. Usually, 'incoming Internet traffic 15〇1 will enter the feeding center through the high-speed fiber connection to the network, but any network connection components with sufficient bandwidth, reliability and low latency will be sufficient. of. The incoming and outgoing route 15〇2 is a network (which can be implemented as an Ethernet, fiber channel: way, or via any other transport component) switch and supports such traffic. The routing servo system's takes the arriving packets and routes each packet to the appropriate application/game server l52i_i 525. In one embodiment, the packet delivered to the particular application/game server represents a subset of the data received by the client 139848.doc -101 - 201001177 and/or may be other components within the data center (eg , network connection components, such as gateways and routers, to translate/change, and in some cases, for example, if a game or application is executing concurrently on multiple servers, routing packets to one at a time The above server 152]-1525. The RAID arrays 1511_1512 are connected to the inbound routing network 1502 such that the application/game server 1521 array is added to the " RA core (10) 12. = fetch: array 1515 (which can be implemented as multiple RAID arrays) is also connected to珲 Route 1502, and the data from the RAID array 1515 can be read from the application/game server 152W525. The incoming route (10) can be used in a variety of prior art network architectures (including tree structure switches, Internet access) Ϊ́5〇ι implemented in its roots; implemented in a mesh structure interconnecting all kinds of devices; or as a sub-network sequence of interconnects (concentrated traffic among interworking devices and centralized traffic isolation among other devices) One type of network configuration is S AN, which, although commonly used for storage devices, can also be used for general high-speed data transfer between devices. Moreover, applications can have as many routes as they want (10) Network Connections ^ For example, the feeder may have a network connection to a subnet attached to the RAm array 1511-1512 and another network connection to a subnetwork attached to other devices. The hoppers 1521-1525 can be configured identically, somewhat or all differently, as previously described with respect to the server 402 in the example illustrated in Figure 4a. In one embodiment, each The use of the host agency service is usually at least - application / game 139848.doc -102 - 201001177 device 1 521 -1525. For the sake of simplicity of the description, it will be assumed that the given user is using the application / game servo The device 1521, but the plurality of servers can be used by a user, and the plurality of users can share a single application/game servo „ 1521-1525. The user sent from the user terminal 41 5 (as described previously) The control input is received as an incoming Internet service 15〇1 and routed to the application/game server 1521 via the incoming route 1502. The application/game server 1521 uses the user's control input as the on-server The control input of the game or application executed on the device, and calculate the video and

與其相關聯之音訊的下-個圖框。應m/遊戲㈣H ⑽接著將未經壓縮之視訊/音訊1529輸出至共用視訊壓 縮1530。應用程式/遊戲伺服器可經由任何構件(包括—或 ^個超高速乙太網路連接)而輸出未經壓縮之視訊,但在 一實施財’視訊係經由DVI連接而輸出,且音訊及其他 壓縮及通信頻道狀態資訊係經由通用串列匯流排(u叫連 接而輸出。 开用視訊壓縮 -、-服孬1 :> 2 1 1525的未經壓縮之視訊及音訊。該壓縮可完全以硬體或以 執行軟體之硬體來實施。可存在用於每—應用程式/遊戲 伺服器1521_1525之專用屢縮器,或若I缩器足夠快,則 可使用給线縮ϋ來壓縮來自—個以上應m/遊^ 服益1521_1525之視訊/音訊。舉例而言,在6〇如下,視 訊圖框時間為16.67毫秒。若—壓縮器能夠^毫秒内壓縮 1圖框,則彼壓縮器可用於藉由取得來自 服器的輪入而塵縮來自多達16個應用程式/遊戲飼服器 139848.doc •103- 201001177 之視。fl / θ汛,该壓縮器保存每一視訊/音訊壓縮 過程之狀態且當其在來自伺服器之視訊/音訊流當中循環 時切換背景。此導致壓縮硬體的實f成本節省。因為不同 飼服器將在不同時間完趣’所以在—實施例中,壓縮 器資源係處於具有用於儲存每„塵縮過程之狀態之共用儲 存構件(例如,RAM,快閃記憶體)的共用集區153〇中,且 當伺服器1521-1525圖框完整且準備被壓縮時,控制構件 判疋彼3^那個壓縮資源可用,為該壓縮資源提供飼服器之 Μ縮過程之狀態及待壓縮的未經磨縮之視訊/音訊之圖 框。 注意,用於每一伺服器之壓縮過程的狀態之一部封包化 括關於壓縮本身之資訊,諸如先前圖框之轉壓縮之圖框 緩衝資料(其可用作用於Ρ影像塊之參考)、視訊輸出之解 析度;壓縮之品質;影像塊結構;每影像塊之位元之分 配,壓細品質、音訊格式(例如,立體聲、環繞音效、 Dolby® AC-3)。但是壓縮過程狀態亦包括關於以下之通信 頻道狀態資訊:峰值資料速率941,及先前圖框(如圖处中 所說明)當前是否正被輸出(且因此應忽略當前圖框),及潛 在地是否存在應在壓縮中考慮的(諸如,過多封包丟失)影 響壓縮決策(例如,在】影像塊之頻率方面,等)的頻道特 性。因為峰值資料速率941或其他頻道特性隨著時間而改 變,如由支援每一使用者監視自用戶端415所發送之資料 的應用程式/遊戲伺服器1 5 2 1 -1 5 2 5所判定的,所以應用程 式/遊戲伺服裔1 5 2 1 -1 5 2 5將相關資訊發送至共用硬體壓縮 139848.doc -104- 201001177 1530。 -用硬體壓& 1530亦使用諸如先前所描述之彼等構件之 構件將經I縮之視訊/音訊封包化,且在適當時,應用FEc 碼’複製特定資料,或採取其他步驟,以便充分地確保視 訊/音訊資料流由用戶端415接收且以可行 性解壓縮的能力。 了罪 一些應用程式(諸如’下文所描述之彼等應用程式)需要 給定應用程式/遊戲缝器1521„1525之視訊/音訊輸出同時 在夕個解析度下(或以其他多個格式)可用。若應用程式/遊 戲伺服态1521-1525如此通知共用硬體壓縮153〇資源,則 彼應用程式/遊戲飼服器1521_1525的未經壓縮之視訊音來 1529將被以不同格式、不同解析度及,或在不同封包/錯誤 =結構中同日《縮。在一些狀況下,一些虔縮資源可在 ^視訊7音訊之多個壓縮過程當中共用(例如’在許 但决…&中,存在藉以在應用壓縮之前將影 調整至多個大小的步驟。若需要輸出不同大小之影像,= 此步驟可用於同時伺服若干個壓縮過程)。在其他狀況 下,對於每一格式將需要單獨的壓縮資源。在任何狀況 下將用於給定應用程式/遊戲伺服器1521_1525(— 個)所需的所有各種解析度及格式的經壓縮之視訊 …同日寸輸出至出埠路由i 54〇。在一實施例中,經壓縮之 音訊1539之輸出係處於UDP格式,因此其為單向封包 出埠路由網路1540包含一系列路由伺服器及交換器,該 139848.doc -105- 201001177 系歹]路由知服益及父換器將每一經壓縮之視訊/音訊流經 由出埠網際網路訊務丨599介面(其通常將連接至至網際網 路之光纖介面)而指引至所欲使用者或其他目的地及/或返 回至延遲緩衝斋1515 ,及/或返回至入埠路由15〇2,及/或 經由私用網路(未圖示)而輸出以供進行視訊分配。注意(如 下所述).出埠路由154〇可將給定視訊/音訊流同時輸出至 夕個目的地。在—貫施例中,此係使用網際網路協定(IP) 多播來實施,其中廣播意欲同時串流至多個目的地之給定 UDP流,且該廣播由出埠路由154〇中之路由伺服器及交換 3來重複廣播之3玄多個目的地可係經由網際網路而至多 個使用者之用戶端415、經由入埠路由15〇2而至多個應用 程式/遊戲伺服器1521_1525,及/或至一或多個延遲緩衝器 1515。因此,將給定伺服器1521_1522之輸出壓縮成一或 多個格式,且將每一經壓縮之流指引至一或多個目的地。 另外,在另一實施例中,若多個應用程式/遊戲伺服器 1521-1 525同時由一使用者使用(例如’在用於產生具有複 雜場不之3D輸出的並行處理組態中)且每一伺服器產生所 得影像之部分,則可由共用硬體壓縮153〇將多個伺服器 1 52 1 I 525之視矾輸出組合成一組合圖框,且自彼點向前 如上所述處理該組合圖框,好像其來自單一應用程式/遊 戲伺服器1521-1525。 主在實施例中,將由應用程式/遊戲伺服器i 52 i _ 1525產生之所有視訊的複本(至少以由使用者檢視之視訊 之解析度或更高解析度)記錄於延遲緩衝器1515中歷時至 139848.doc -106 - 201001177 少某一數目之分鐘(在一實施例中為15分鐘p此允許每一 使用者「回倒」來自每—會話之視訊,以便核查先前工作 或業績(在遊戲之狀況下)。因此,在—實施例中,將路由 至使用者用戶端415的每—經壓縮視訊/音訊輸出㈣流亦 多播至延遲緩衝器1515。當將視訊/音訊儲存於延遲緩衝 器仙上時,延遲缓衝器1515上之目錄提供應用程式/遊 戲飼服器⑽-丨叫其為延遲之視訊/音訊之來源)之網路 位址與延遲緩衝胃1515上可發現延遲之視靖訊之位置 之間的交又參考。 現場直播的、可即刻檢視的、可即刻播放的遊戲 應用程式/遊戲伺服n助_1525不僅可用於執行使用者 之給定應用程式或視訊遊戲,而且其可用於建立用於支援 經由主機代管服務210之導航及其他特徵之主機代管服務 210的使用者介面應用程式。-種該使用者介面應用程式 之螢幕拍攝展示於圖16中(「遊戲取景器」螢幕)。此特定 使用者介面螢幕允許使用者觀看由其他使用者現場玩的 (或延遲的)15個遊戲。「縮略圖」視訊窗中之每一者(諸 如,刪)為在運動中的現場直播之視訊窗,其展示來自 -使用者之遊戲的-視訊。縮略圖中所展示之視圖可為使 用者正看之同一視圖’或其可為延遲的視圖(例如,若使 用者正玩搏鬥遊戲’則使用者可能不希望其他使用者看見 其隱藏在哪裡且盆可選握脾甘 ,、擇將其遊戲播放之任何視圖延遲一 時間週期(例如,10分鐘))。視圖亦可為不同於任何使用者 之視圖的遊戲之相機視圖。使用者可基於多種標準而經由 139848.doc .107· 201001177 選單選擇(此說明中未圖示)來選擇待同時檢視之遊戲之選 擇。作為例示性選擇之小取樣,使用者可選擇遊戲之隨機 選擇(諸如圖16中所展示之彼等遊戲)、所有—類別之遊戲 (均由不同玩家來玩)、僅遊戲之頂級玩家、遊戲中之給定 級別的玩豕,或較低級玩家(例如,若玩家正學習基礎)、 為「搭檔」(或為競爭者)之玩家、具有最多數目檢視者的 遊戲等。 注意,通常,每一使用者將決定來自其遊戲或應用程式 之視sfl疋否可由他人檢視,且若如此,則決定該視訊可由 哪些他人檢視及何時可由他人檢視,決定該視訊是否僅可 在具有延遲之情況下檢視。 產生圖16中所展示之使用者介面螢幕的應用程式/遊戲 :服器1521-1525藉由向每一使用者(該應用程式/遊戲伺服 器仙-1525正請求來自該使用者之遊戲)之應用程式/遊戲 伺服器1521-1525發送訊息而獲取該15個視訊/音訊饋送。 該訊息係經由入埠路由15〇2或另一網路來發 包括被請求之視訊/音訊之大小及格式,且將識別檢= 用者介面螢幕之使用者。給枝歸可選擇選擇「盜版」 模式且不准許㈣其他使用者檢視其遊戲之視崎訊(」自 其檢視點或者自另—檢視點),或如先前段中所描述,使 用者可選擇允許檢視來自其遊戲之視訊/音訊,作延遲所 檢視之視訊/音訊。使用者應用程式/遊戲词服器1521· :叫其接收並接受允許其視訊/音訊被檢視之請求则此 向凊求飼服器確認’且其亦將通知共用硬體壓縮153〇需要 Ϊ 3984S.doc 201001177 產生被請求格式或螢幕大小(假定格式及螢幕大小不同於 已經產生的格式及螢幕大小)的額外經壓縮視訊流,且其 亦將指示經壓縮視訊的目的地(亦即,請求伺服器)。若被 請求的視訊/音訊僅被延遲,則請求應用程式/遊戲伺服器 1521-1525將被如此通知,且其將藉由查找延遲緩衝器 1515上之目錄中的視訊/音訊之位置及為延遲的視訊/音訊 之來源的應用程式/遊戲伺服器1521_1525之網路位址而自 延遲緩衝器1 5 1 5獲取延遲的視訊/音訊。一旦所有此等請 求被產生並處理,則將高達丨5個現場直播之縮略圖大小之 視訊流自出埠路由1540路由至入埠路由1502 '至產生使用 者介面螢幕之應用程式/遊戲伺服器1521_1525,且將由該 伺服來解壓縮及顯示。延遲的視訊/音訊流可能處於過 大之螢幕大小,且若如此,則應用程式/遊戲伺服器i52i_ 1 525將解壓縮該等流並將視訊流按比例縮減至縮略圖大 小。在一實施例中,將對音訊/視訊之請求發送至與圖牝 之主機代官服務控制系統類似之中央「管理」服務(圖工5 中未展示)(且由中央「管理」服務來管理),中央「管理」 服務接著將該等請求重定向至適當應用程式/遊戲伺服器 1521-1525。此外,在一實施例巾,可能不需要請求,因 為縮略圖被「推送」至允許其之彼等使用者的用戶端。 來自15個遊戲之所有同時混合的音訊可能產生刺耳的聲 音。使用者可選擇以此方式將所有聲音混合在—起(可能 就為得到由被檢視之所有動作產生的「喧翼」之感覺), 或者使用者可選擇每次僅聽取來自一遊戲之音訊。&單一遊 139848.doc -109· 201001177 戲廿之選擇係藉由將黃色選擇框_移動至給定遊戲來1 (頁色框移動可藉由使用鍵盤上之 成 e #丄 < 月】貝鍵、糟由移動滑 机、錯由移動操縱桿或藉由推動諸如行動電話之另—器件 上之方向按鈕來完成)。—旦選擇了單 : 彼遊戲之音訊播放。又, 自 展不遊戲—貝訊1602。在此遊戲之 例如’出版商標諸(「EA」)及遊戲標諸「極品飛 .谷」及撥色橫條在相對條件下指示在彼特定時刻 玩遊戲或檢視遊戲之人的數 j双a (在此狀況下,許多, 遊戲為「熱門」)。另外提供「能 t _ 狀心、」’心不存在14 5個玩 家正積極地玩極品飛車遊戲之8〇個不同實例化(亦即,該 遊戲可藉由個別玩家遊戲或多人遊戲來玩),且存在68〇個 檢視者(此使用者係其中之一)。注意,此等統計資料(及1 他統計資料)由主機代管服務控制系統術來收集並儲存: 陣列1511-1512上’以用於保持主機代管服務21〇操作 之日諸且用於適當地向使用者計費並向提供内容之出版商 支付費用自統°十貝料係由於由服務控制系統401進行 之動作而δ己錄’且-些統計資料係由個別應用程式/遊戲 伺服器1521-1525報告給服務控制系統4〇1。舉例而言,當 遊戲正被檢視時(及當遊戲被停止檢視時),執行此遊戲取 景器應用程式之應用程式/遊戲㈣器152卜1525向主機代 管服務控制系統40i發送訊息,以使得主機代管服務控制 系統4〇1可更新多少個遊戲處於檢視中的統計資料。—些 統計資料可為使用者介面應用程式(諸如’此遊戲取景器 應用程式)所用。 139848.doc -110- 201001177 若使用者單擊其輸μ件上之啟動按鈕,則其將看見黃 色框中之縮略圖視訊放大同時縮略圖視訊保持現場直播為 全螢幕大小。此效應展示於圖1 7中之過尹由 、狂1f。注意,視訊 窗mou小增大D為了實施此效應’應用程式/遊戲飼 f 服器1521-1525自執行選定之遊戲之應用程式/遊戲伺服器 152H525請求具有路由至其之遊戲之全營幕大小(以使用 者之顯示器件422之解析度)的視訊流之複本。執行遊戲之 應用程式/遊戲㈣器1521_1525通知共用硬體壓縮器⑽ 不再需要遊戲之縮略圖大小之複本(除非另一應用程式/遊 戲飼服器1521-1525需要此種縮略圖),且#著其指引共用 硬體壓縮器153〇將視訊之全勞幕大小之複本發送至放大視 訊之應用程式/遊戲飼服器1521]525。玩該遊戲之使用者 可或可不具有解析度與將遊戲放大之使用者之彼顯示器件 的解析度相同的顯示器件422。D卜,遊戲之其他檢視者 可或可不具有解析度與將遊戲放大之使用者相同的顯示哭 件422(且可具有不同的音訊回放構件,例如,立體聲或環 繞音效)。因A,共用硬體M縮器153〇判定是否已經產生、 滿足請求視訊/音訊流之使用者之要求的合適的經壓縮視 訊/音訊流,且若合適的經壓縮視訊/音訊流確實存在,則 共用硬體壓縮器153〇通知出蜂路由154。將該流之複本路由 至放大該視訊之應用程式/遊戲伺服器ΐ52ι_ΐ525 ,且若合 適的經壓縮視訊/音訊流不存在,則壓縮視訊之適合於彼 使用者的另—複本並料料路由將㈣發送回至入淳路 ^ 〇2及放大該視訊之應用程式/遊戲饲服器⑴卜^5。 139848.doc ΊΗ - 201001177 現在接收選定視訊之全螢幕版本的此伺服器將解壓縮該全 螢幕版本並將其逐漸地按比例放大至全大小。 圖18說明在將遊戲完全放大至全螢幕且以使用者之顯示 器件422之全解析度展示遊戲之後螢幕看起來 如何(如藉由 箭頭1800指向之影像所指示的)。執行遊戲取景器應用程 式之應用程式/遊戲伺服器1521_1525向提供縮略圖之其他 應用程式/遊戲伺服器1521_1525發送訊息以指示該等縮略 .圖不再需要且向主機代管服務控制伺服器4〇丨發送訊息以 指示不再檢視其他遊戲。此時,產生的唯一顯示為螢幕頂 4的上復1 801,其將資訊及選單控制提供給使用者。注 意,隨著此遊戲進展,觀眾增長至2,5〇3個檢視者。在如 此多的檢視者之情況下,必然存在具有顯示器件422之許 多檢視者’該等顯示器件422具有相同或接近之解析度(每 一應用程式/遊戲词服器1521_1525具有按比例調整視訊以 用於調整配合度之能力)。 為所展不之遊戲為多人遊戲,所以使用者可決定在 時刻加入該遊戲。由於多、’、 7 u 王槐代官服務2 1 0可或 可不允許使用者加入該遊戲。舉 、 干n叩。,使用者可能必須 支付玩遊戲之費用而選擇支 、 什卜又1T 便用者可能不具有足以 I了=遊戲之足㈣級(例如,對於其他玩家而言, 其將不有競等性),式 有足以際網路連討能不具 有足以允錢用者玩的足夠低之延時(例如, 檢視遊戲之延時約束, ; u 1FG j在無延時關注 被遠距離地(實際上, h况下榀視 在另大陸上)玩的遊戲’但對於待 I39848.doc -Π2- 201001177 玩之遊戲^言’延時必須足夠低以使使用者⑷享受該遊 戲,且(b)處於與可能具有較低延時連接之其他玩家相等的 地位)。若不准許使用者玩,則為使用者提供遊戲取景器 使用者介面之應用程式/遊戲伺服器1521_1525將請求主機 代管服務控制伺服器401起始(亦即,定位並啟動)經合適地 組態以用於播放特定遊戲之應用程式/遊戲伺服器ΐ52ι_ 1525以自RAID陣列15n_1512載人該遊戲,且接著主機代 管服務控制伺服器401將指導入埠路由15〇2將來自使用者 之控制信號傳送至現在主機代管遊戲之應用程式/遊戲伺 服器且現在主機代管遊戲之應用程式/遊戲伺服器將指導 共用硬體壓縮1 530自壓縮來自主機代管遊戲取景器應用程 式之應用程式/遊戲伺服器之視訊/音訊切換至壓縮來自現 在主機代管遊戲之應用程式/遊戲伺服器之視訊/音訊。遊 戲取景器應用程式/遊戲服務與主機代管遊戲之新的應用 程式/遊戲伺服器之垂直同步並不同步,且因此在該兩個 同步之間可能存在時間差。因為共用視訊壓縮硬體將 在應用程式/遊戲伺服器1521_1525完成視訊圖框之後即開 始壓縮視訊,所以來自新伺服器之第一圖框可比舊伺服器 之全圖框時間完成得早,來自新伺服器之第一圖框可能在 先础經壓鈿之圖框完成其傳輸之前(例如,考慮圖9b之傳 輸時間992 :若未經壓縮之圖框3 963完成地早一圖框時間 之一半’則其將衝擊傳輸時間992)。在此種情形下,共用 視訊壓縮硬體1530將忽略來自新伺服器之第一圖框(例 如,如忽略(974)圖框4 964),且用戶端41 5將來自舊伺服 139848.doc -113 · 201001177 器之最末圖框保持一額外圖框時間,且共用視訊壓縮硬體 1530將開始壓縮來自主機代管遊戲之新應用程式/遊戲伺 服器的下一圖框時間視訊。對於使用者而言,在視覺上, 自一應用程式/遊戲伺服器至另一應用程式/遊戲伺服器之 轉變將係無縫的。主機代管服務控制伺服器4〇1接著將通 知主機代管遊戲取景器之應用程式/遊戲祠服器i52i_i525 切換至閒置狀態,直至再次需要其為止。 使用者接著能夠玩該遊戲。此外,例外的係、遊戲將在感 知上係即刻地播放(因為遊戲已被以十億位元/秒速度自 _陣列1511-1512載入至應用程心遊戲伺服器i52i_i525 上),且將藉由理想的驅動n、暫存器組態(在 狀況下)將遊戲連同經確切組離 L以用於遠迦戲之作業系統 -起載入至確切適合於該遊戲之伺服器上,且無可能與該 遊戲之操作競爭的其他應用程式在該伺服器上執行。— 又,隨著使用者在遊戲中進展,遊戲之片段中之每一者 將以十億位元/秒速度(亦即’ 8秒 人十{思位兀組載入)自 RAID陣列1511_1512載入伺 益宁 且由於RAID陣列 5U-1512之巨大儲存容量(因為苴 '马弄多使用者之共用資 源’所以其可能非常大,但仍具 、 钟曾继/ j证),使得可預先 汁-·成何形狀設置或其他遊戲片 D Λττ, ^ \门仅口又置並將其儲存於 陣列15 11-15 12上且極快迷地進行 ^ . 仃戰入。此外,因為 母一應用程式/遊戲伺服器1521_1525 " ’’、 力係P 4 硬肢組態及計算能 力係已知的’所以可預先計算像素及頂點著色。 因此’遊戲可幾乎即刻啟動,1 ,、將在理想環境中執行, 139848.doc •114· 201001177 且隨後之片段將幾乎即刻載入。 但是,除此等優少Μ (經由先前所描述之遊戲取者^ 決定遊蚱β 戳取不為,及其他構件),且兩者均 戌疋避戲疋否有趣, 巧。此外,佶用j 此,則自觀看他人而學習技 大的… 夠即刻地演示該遊戲,而不必等待 大的下载及/或安裝,且使 寻行 在較小費用之試用基礎上,:::即刻玩該遊戲(可能 或在較長期基礎上)。此外, c 將能夠藉由足夠低延時之無線連接而在一s 至在::—上、在電視機上、在家裏、在行進時且甚 至在仃動電話上玩該遊戲。 卜,此均可在並非曾經實體 擁有遊戲複本的情況下完成。 4貫肢 如先别所敍述,使用者可決定 、 、疋不允許其迦戲播放可被他 人檢視,允許其遊戲可在延遲 连之後k視,允許其遊戲可被 選定使用者檢視’或允許其遊戲可被所有使用者檢視。不 官怎樣’在-實施例中’將視訊/音訊儲存於延遲緩衝哭 1515中歷時15分鐘,且使用者將能夠「回倒」並檢視其先 前的遊戲播放’且將遊戲暫停,將遊戲緩慢地回放,將遊 戲快進等,正如其在觀看具有數位視訊記錄器(DVR)UV 時所能夠進行的。m管在此實例中,使用者係在玩遊戲, 但若使用者正使用應用程式,則相同「DVR」能力係可用 的。此在核查先前工作中及在如下詳述之其他應用中可係 有用的。另外,若遊戲經設計為具有基於利用遊戲狀態資 訊而回倒之能力,以便可改變相機視圖等,則亦將支援此 「3D DVR」能力,但其將需要將遊戲設計為支援「犯 139848.doc -115 . 201001177 二L能力。使用延遲緩衝器1515之「DVR」㉟力將連同 °遊戲或應用&式(當然,限於在使料戲或應用程式 =所產生的視訊)-起起作用,但在具有犯請能力之遊 ^的狀/兄下’冑用者可控制先前所播放之片段的3D「穿 越」且使延遲緩衝n 1515記錄所得視訊並 之遊戲狀態。因此,脾枯〜* 片1又 ^ 將知疋「牙越」記錄為經壓縮之視 讯,但因為亦將記錄遊戲狀態,所以不同的穿越將可能在 遊戲之同一片段之稍後日期。 如下所述,主機代管服務21G上之使用者將各自具有— 〃頁面纟„亥使用者頁面中,使用者可公布關於其本 身之貝Λ及其他資料。使用者將能夠公布之事情之—為來 自其已保存之遊戲播放之視訊片&。舉例而言,若使用者 已克服遊戲中之特別困難之挑冑,則使用者可剛好「回 倒」至其在遊戲中獲得其大成果之地點之前,且接著^導 主機代管服務210將某—持續時間(例如,3〇秒)之視訊片段 保存在使用者之使用者頁面上以供其他使㈣觀看。為實 施此,使用者正使用之應用程式/遊戲饲服器bum僅 要做的事情係將儲#於延遲緩衝器15 R細車和一接著將彼視訊片段編索引:= 之使用者頁面上。 若遊戲具有3D DVR之能力,如上所述,則亦可由使用 者來記錄3D DVR所需之遊戲狀態資訊且使其為使用者之 使用者頁面可用。 在遊戲經設計為除具有活躍玩家外亦具有「旁觀者」 139848.doc -116· 201001177 (亦即,能夠在不參與的情況下在3D世界行進並觀察到動 作的使用者)的情況下,則遊戲取景器應用程式將使使用 者能夠作為旁觀者以及玩家加入遊戲。自檢視之實施點 看’對於主機代管系統2H)而言,使用者為^觀者而非活 躍玩家不存在差異。將遊戲载人應用程心遊戲飼服器 152W525上且使用者將控制該遊戲(例如,控制檢視世界 之虛擬相機)。唯一差異將係使用者之遊戲體驗。 多個使用者合作 主機代管服務2U)之另-特徵係多個使用者在檢視現場 直播之視訊的同時合作的能力(即使使用迥然不同之器件 來檢視亦如此)。當玩遊戲時及當使用應用程式時,= 有用。 弓The next frame of the audio associated with it. The m/game (4) H (10) then outputs the uncompressed video/audio 1529 to the shared video compression 1530. The application/game server can output uncompressed video via any component (including - or ^ ultra-high speed Ethernet connection), but in a implementation of the video system output via DVI connection, and audio and other The compression and communication channel status information is output via a universal serial bus (u called connection. Open video compression -, - service 1 :> 2 1 1525 uncompressed video and audio. This compression can be completely Hardware or hardware implementation of the software. There may be a dedicated repeater for each application/game server 1521_1525, or if the I shrinker is fast enough, it can be compressed using line shrinkage from - More than one video/audio of m21/525. For example, at 6〇, the video frame time is 16.67 milliseconds. If the compressor can compress 1 frame in milliseconds, then the compressor can be used. By taking the wheel from the server, the dust is from up to 16 applications/games 139848.doc •103- 201001177. fl / θ汛, the compressor saves each video/audio compression State of the process and when it is Switching the background from the loop in the video/audio stream of the server. This results in a real cost savings for the compressed hardware. Since different feeders will be at different times, so in the embodiment, the compressor resources are in a common pool 153 for storing a common storage member (for example, RAM, flash memory) in the state of each dust reduction process, and when the server 1521-1525 is intact and ready to be compressed, the control member It is judged that the compressed resource is available, and the compressed resource is provided with the state of the shrinking process of the feeding device and the uncompressed video/audio frame to be compressed. Note that the compression is used for each server. One of the states of the process includes information about the compression itself, such as the frame buffer data of the previous frame (which can be used as a reference for the image block), the resolution of the video output, the quality of the compression, and the image quality. Block structure; allocation of bits per image block, compact quality, audio format (eg stereo, surround sound, Dolby® AC-3). However, the compression process status also includes the following Channel channel status information: peak data rate 941, and whether the previous frame (as illustrated in the figure) is currently being output (and therefore the current frame should be ignored), and potentially whether there should be considerations in compression (such as , excessive packet loss) affects the channel characteristics of the compression decision (eg, in terms of the frequency of the image block, etc.) because the peak data rate 941 or other channel characteristics change over time, such as by monitoring each user to monitor the user The application/game server of the data sent by terminal 415 is determined by 1 5 2 1 -1 5 2 5, so the application/game server 1 5 2 1 -1 5 2 5 sends the relevant information to the shared hardware. Compressed 139848.doc -104- 201001177 1530. - Using hardware pressure & 1530 also uses the components of the components such as those previously described to packetize the video/audio, and, where appropriate, apply the FEc code to 'copy specific material, or take other steps so that The ability to ensure that the video/audio data stream is received by the client 415 and decompressed with feasibility is substantially ensured. Some applications (such as the applications described below) require the video/audio output of a given application/game stitcher 1521-1525 to be available at the same time (or in multiple formats). If the application/game servo state 1521-1525 thus informs the shared hardware to compress 153 resources, the uncompressed video tone 1529 of the application/game feeder 1521_1525 will be in different formats, different resolutions and , or in the same packet / error = structure in the same day "shrink. In some cases, some of the shrinking resources can be shared in the multiple compression process of the video 7 audio (for example, in the Xu Ding...& The step of adjusting the shadow to multiple sizes before applying compression. If you need to output images of different sizes, = this step can be used to simultaneously servo several compression processes.) In other cases, separate compression resources will be required for each format. In any case, the compressed video will be used for all the various resolutions and formats required for a given application/game server 1521_1525 (the same)... Output to the outgoing route i 54. In one embodiment, the output of the compressed audio 1539 is in UDP format, so it is a one-way packet routing network 1540 comprising a series of routing servers and switches, 139848.doc -105- 201001177 System] Routing Known Benefits and Parental Converters will compress each compressed video/audio stream via the Internet Protocol 599 interface (which will typically connect to the Internet's fiber) Interface) to the desired user or other destination and/or back to the delay buffer 1515, and/or back to the routing route 15〇2, and/or output via a private network (not shown) For video distribution. Note (as described below). Routing 154 can output a given video/audio stream to a destination at the same time. In the example, this uses the Internet Protocol (IP). Multicasting, where the broadcast is intended to simultaneously stream to a given UDP stream of multiple destinations, and the broadcast is repeated by the routing server and switching 3 in the outgoing routing 154〇. Through the Internet to multiple users The client 415, via the routing route 15〇2, to the plurality of application/game servers 1521_1525, and/or to the one or more delay buffers 1515. Thus, compressing the output of the given server 1521_1522 into one or more Format and direct each compressed stream to one or more destinations. Additionally, in another embodiment, if multiple application/game servers 1521-1 525 are simultaneously used by a user (eg, 'at For generating a parallel processing configuration with a complex field of 3D output) and each server produces a portion of the resulting image, the view of the plurality of servers 1 52 1 I 525 can be output by the shared hardware compression 153 The composite frame is assembled and processed from the other side as described above as if it were from a single application/game server 1521-1525. In the embodiment, a copy of all the video generated by the application/game server i 52 i _ 1525 (at least the resolution of the video viewed by the user or higher resolution) is recorded in the delay buffer 1515 for a duration. To 139848.doc -106 - 201001177 Less than a certain number of minutes (15 minutes in one embodiment) This allows each user to "rewind" the video from each session to check previous work or performance (in the game) In this case, in the embodiment, each compressed video/audio output (four) stream routed to the user client 415 is also multicast to the delay buffer 1515. When the video/audio is stored in the delay buffer When the device is on the delay, the directory on the delay buffer 1515 provides the network address of the application/game server (10), which is the source of the delayed video/audio, and the delay buffer can be found on the stomach 1515. According to the position between Jingxun and the reference. The live, instantly viewable, instantly playable game application/game server n_1525 can be used not only to execute a given application or video game of the user, but also to be used to support hosting via the host. The user interface application of the hosted service 210 of the navigation and other features of the service 210. The screen shot of the user interface application is shown in Figure 16 ("Game Viewfinder" screen). This particular user interface screen allows the user to view 15 games played (or delayed) by other users on the spot. Each of the "thumbnail" video windows (e.g., deleted) is a live video window in motion that displays video from the user's game. The view shown in the thumbnail may be the same view that the user is looking at or it may be a delayed view (eg, if the user is playing a wrestling game) the user may not want other users to see where they are hidden and The basin can optionally hold the spleen and choose to delay any view of its game play for a period of time (eg, 10 minutes). The view can also be a camera view of the game that is different from the view of any user. The user can select the game to be simultaneously viewed via the 139848.doc .107·201001177 menu selection (not shown in this description) based on a variety of criteria. As a small sample of exemplary choices, the user may select a random selection of games (such as those shown in Figure 16), all-category games (both played by different players), only top players of the game, games A given level of play, or a lower level player (eg, if the player is learning the basics), a player who is a "partner" (or a competitor), a game with the most number of viewers, and the like. Note that in general, each user will decide whether the view from their game or application can be viewed by others, and if so, determine which other people can view and when they can be viewed by others, and decide whether the video can only be View with delay. An application/game that produces the user interface screen shown in FIG. 16: the server 1521-1525 is requesting each user (the application/game server xian-1525 is requesting a game from the user) The application/game server 1521-1525 sends a message to retrieve the 15 video/audio feeds. The message is sent via the incoming route 15〇2 or another network to include the size and format of the requested video/audio and will identify the user of the user interface screen. You can choose to choose the "Piracy" mode and not allow (4) other users to view the game's view of the game ("from its view point or from another view point), or as described in the previous paragraph, the user can choose Allows viewing of video/audio from its games for delayed viewing of video/audio. User application/game word processor 1521·: Calling it to accept and accept the request to allow its video/audio to be viewed, then this will be confirmed to the requester and it will also notify the shared hardware compression 153. Ϊ 3984S .doc 201001177 Generates an additional compressed video stream of the requested format or screen size (assuming the format and screen size are different from the format and screen size already generated), and it will also indicate the destination of the compressed video (ie, requesting the servo) Device). If the requested video/audio is only delayed, the requesting application/game server 1521-1525 will be notified as such, and it will look for the location of the video/audio in the directory on the delay buffer 1515 as a delay. The video/audio source of the application/game server 1521_1525 network address is obtained from the delay buffer 1 5 1 5 to obtain delayed video/audio. Once all such requests have been generated and processed, up to 5 live broadcast thumbnail-sized video streams are routed from the outgoing route 1540 to the incoming route 1502' to the application/game server that generates the user interface screen. 1521_1525, and will be decompressed and displayed by the servo. The delayed video/audio stream may be oversized, and if so, the application/game server i52i_ 1 525 will decompress the streams and scale the video stream down to the thumbnail size. In one embodiment, the request for audio/video is sent to a central "management" service (not shown in Figure 5) similar to the host's proxy service control system (and managed by the central "management" service) The central "management" service then redirects the requests to the appropriate application/game server 1521-1525. Moreover, in an embodiment, a request may not be required because the thumbnails are "pushed" to the user of the user who is allowed to. All of the simultaneous audio from 15 games can produce harsh sounds. The user can choose to mix all the sounds in this way (perhaps to get the "flaps" from all the actions being viewed), or the user can choose to listen to only one game at a time. & Single Tour 139848.doc -109· 201001177 The choice of play is by moving the yellow selection box _ to the given game to 1 (page color frame can be moved by using the keyboard as e #丄<月] The shell key, the bad is done by moving the slider, by moving the joystick or by pushing a direction button on another device such as a mobile phone. Once selected a single: the audio of the game. Also, the exhibition does not play - Beixun 1602. In this game, for example, 'published trademarks ("EA") and the game labeled "Need for Fly. Valley" and the color strips indicate the number of people who play or view the game at a particular time under relative conditions. (In this case, many, the game is "hot"). In addition, "can t _ heart," 'heart does not exist 14 5 players are actively playing the Need for Speed game 8 different instantiations (that is, the game can be played by individual player games or multiplayer games) ), and there are 68 viewers (one of the users). Note that these statistics (and 1 other statistics) are collected and stored by the hosted service control system: on the arrays 1511-1512 for the purpose of maintaining the colocation service 21 〇 operation and for appropriate Billing the user and paying the fee to the publisher who provided the content. Since the action by the service control system 401 is recorded, the statistics are collected by the individual application/game server. 1521-1525 is reported to the service control system 4〇1. For example, when the game is being viewed (and when the game is stopped viewing), the application/game (4) 152 1525 executing the game viewfinder application sends a message to the colocation service control system 40i to enable The colocation service control system 4〇1 can update how many games are in the view of the statistics. - These statistics can be used by user interface applications such as the 'game viewfinder application.' 139848.doc -110- 201001177 If the user clicks on the start button on his input, he will see the thumbnail in the yellow frame and the thumbnail video will be live broadcast to full screen size. This effect is shown in Figure 17. Note that the video window mou is slightly increased in order to implement this effect. The application/game feed server 1521-1525 requests the application/game server 152H525 from the selected game to have the full screen size of the game routed to it. A copy of the video stream (at the resolution of the user's display device 422). The game application/fourth device (4) 1521_1525 informs the shared hardware compressor (10) that the thumbnail size of the game is no longer needed (unless another application/game feeder 1521-1525 requires such a thumbnail), and # The guide shared hardware compressor 153 sends a copy of the full screen size of the video to the application/game pad 1521] 525 of the enlarged video. The user playing the game may or may not have a display device 422 having the same resolution as the display device of the user who zooms in on the game. D, other viewers of the game may or may not have the same display crying 422 as the user who zoomed in on the game (and may have different audio playback components, such as stereo or surround sound). Because A, the shared hardware M 153 determines whether a suitable compressed video/audio stream has been generated that satisfies the requirements of the user requesting the video/audio stream, and if a suitable compressed video/audio stream does exist, Then, the shared hardware compressor 153 notifies the bee route 154. Routing the duplicate of the stream to the application/game server ΐ52ι_ΐ 525 that amplifies the video, and if the appropriate compressed video/audio stream does not exist, then the compressed video is adapted to the user's other copy and the material routing will (4) Send back to the entrance road ^ 〇 2 and enlarge the video application / game feeding device (1) Bu ^ 5. 139848.doc ΊΗ - 201001177 This server that now receives the full screen version of the selected video will decompress the full screen version and gradually scale it up to full size. Figure 18 illustrates how the screen looks after the game is fully enlarged to full screen and the game is displayed at full resolution of the user's display device 422 (as indicated by the image pointed to by arrow 1800). The application/game server 1521_1525 executing the game viewfinder application sends a message to the other application/game server 1521_1525 that provides the thumbnail to indicate the thumbnails. The figure no longer needs and hosts the service control server 4 to the host. 〇丨 Send a message to indicate that no other games will be viewed. At this point, the only display that appears is the top 1 801 of the screen top 4, which provides information and menu controls to the user. Note that as the game progressed, the audience grew to 2, 5, 3 viewers. In the case of so many viewers, there must be a number of viewers with display devices 422 that have the same or close resolution (each application/game vocabulary 1521_1525 has a proportionally adjusted video to The ability to adjust the fit). The game for the show is a multiplayer game, so the user can decide to join the game at the moment. Due to the multiple, ', 7 u Wang Yu Dai Guan Service 2 1 0 may or may not allow users to join the game. Lift, dry n叩. The user may have to pay for the cost of playing the game and choose to support, and the 1T user may not have enough (i) level of the game (for example, for other players, it will not compete) The formula has enough low latency to allow the user to play (for example, to view the game's delay constraint; u 1FG j is remotely focused without delay (actually, h condition) Under the contempt of playing on the other continents), but for the game I39848.doc -Π2- 201001177 The game played ^Word' delay must be low enough for the user (4) to enjoy the game, and (b) is at a higher Low-latency connections are equal to other players). If the user is not allowed to play, the application/game server 1521_1525 providing the user interface of the game viewfinder user will request the host hosting service control server 401 to start (ie, locate and start) the appropriate group. The game/play server ΐ52ι_ 1525 for playing a specific game to carry the game from the RAID array 15n_1512, and then the colocation service control server 401 will guide the routing 15〇2 to control from the user The signal is sent to the application/game server of the current hosted game and now the hosted game application/game server will direct the shared hardware compression 1 530 self-compressing application from the hosted game viewfinder application / Game server video/audio switch to compress video/audio from the application/game server of the current hosted game. The vertical synchronization of the game viewfinder application/game service with the new application/game server of the colocation game is not synchronized, and thus there may be a time lag between the two synchronizations. Since the shared video compression hardware will start compressing the video after the application/game server 1521_1525 completes the video frame, the first frame from the new server can be completed earlier than the full frame time of the old server. The first frame of the server may be completed before the transmission of the frame by the first compressed frame (for example, consider the transmission time 992 of Figure 9b: if the uncompressed frame 3 963 is completed one and a half times the frame time) 'Then it will impact transmission time 992). In this case, the shared video compression hardware 1530 will ignore the first frame from the new server (eg, ignore (974) frame 4 964), and the client 41 5 will come from the old servo 139848.doc - 113 · 201001177 The last frame of the device maintains an extra frame time, and the shared video compression hardware 1530 will begin to compress the next frame time video from the new application/game server of the hosted game. For the user, the transition from one application/game server to another application/game server will be visually seamless. The colocation service control server 〇1 then switches the application/game server i52i_i525, which informs the courier game viewfinder, to the idle state until it is needed again. The user can then play the game. In addition, the exceptions and games will be played instantly on the sensation (because the game has been loaded onto the application heart game server i52i_i525 from the _Array 1511-512 at a rate of one billion bits per second) and will be borrowed From the ideal drive n, the register configuration (in the case), the game is loaded with the exact system from the L for the operating system of the far-fashioned game - to the server that is exactly suitable for the game, and no Other applications that may compete with the operation of the game are executed on the server. — Again, as the user progresses through the game, each of the segments of the game will be at a rate of one billion bits per second (ie, '8 seconds of people's 10th place') loaded from the RAID array 1511_1512 Into the benefits of Ning and due to the huge storage capacity of the RAID array 5U-1512 (because of the 'shared resources of the multi-users of the horse', it may be very large, but still have, Zhong Zengji / j certificate), so that the juice can be pre- - · Shape setting or other game pieces D Λττ, ^ \ door only and set it on the array 15 11-15 12 and very fascinating ^. In addition, since the parent-application/game server 1521_1525 " ', the force P 4 hard-arm configuration and calculation capabilities are known, the pixel and vertex coloring can be pre-computed. So the game can be launched almost instantly, 1 , and will be executed in an ideal environment, 139848.doc • 114· 201001177 and the subsequent clips will be loaded almost instantly. However, in addition to these advantages and disadvantages (via the previously described game taker ^ to determine the play β not poke, and other components), and both are not interesting, clever. In addition, if you use j, you can learn from others by watching others... Instantly demonstrate the game without waiting for a large download and/or installation, and make the search based on a trial of a smaller fee:: : Play the game instantly (possibly or on a longer term basis). In addition, c will be able to play the game on a s to::-, on a television, at home, while traveling, and even on a mobile phone, by a wireless connection of sufficiently low latency. Bu, this can be done without having a copy of the game. 4 The limbs are not described above, the user can decide, do not allow his play to be viewed by others, allow his game to be viewed after the delay, allowing his game to be viewed by the selected user' or allowed Its game can be viewed by all users. How to 'in the embodiment' store the video/audio in the delay buffer cry 1515 for 15 minutes, and the user will be able to "rewind" and view his previous game play 'and pause the game, slow the game Playback, fast forward the game, etc., as it can be done while watching a digital video recorder (DVR) UV. m tube In this example, the user is playing the game, but if the user is using the application, the same "DVR" capability is available. This may be useful in verifying previous work and in other applications as detailed below. In addition, if the game is designed to have the ability to fall back based on the use of game state information, so that the camera view can be changed, the "3D DVR" capability will also be supported, but it will need to design the game to support "Defense 139848." Doc -115 . 201001177 Two L capabilities. The "DVR" 35 force using the delay buffer 1515 will work together with the game or application & (of course, limited to the video generated by the game or application =) However, in the case of a player who has the ability to make a request, the user can control the 3D "travel" of the previously played clip and cause the delay buffer n 1515 to record the video and the game state. Therefore, the spleen sputum ~* slice 1 and ^ will be known as "tooth" recorded as compressed video, but because the game state will also be recorded, different traversal will likely be at a later date in the same segment of the game. As described below, the users on the colocation service 21G will each have a 〃 page 纟 亥 使用者 user page, the user can publish information about himself and other information. The user will be able to announce things - For video & playback from its saved games. For example, if the user has overcome the particular difficulty of the game, the user can just "rewind" to achieve great results in the game. Before the location, and then the host hosting service 210 saves a video clip of a duration (eg, 3 seconds) on the user page of the user for other (4) viewing. To implement this, the only thing the user is using is the app/game pad bum that will be stored on the user page of the delay buffer 15 R and then the video segment:= . If the game has the ability to have a 3D DVR, as described above, the user can also record the game state information required by the 3D DVR and make it available to the user's user page. In the case where the game is designed to have a "bystander" in addition to an active player, 139848.doc -116· 201001177 (that is, a user who can travel in the 3D world without observing and observes the action) The game viewfinder app will enable the user to join the game as a bystander and player. From the point of view of the implementation of the self-examination, there is no difference between the user and the active player. The game will be loaded on the 152W525 and the user will control the game (eg, to control the virtual camera of the world). The only difference will be the user's gaming experience. Multi-user collaboration The co-hosting service 2U) is a feature that allows multiple users to collaborate while viewing live video (even with very different devices for viewing). = Useful when playing games and when using the app. bow

…許多pc及行動電話裝備有視訊相機且具有進行即時視訊 壓縮之能力(尤其當影像小時)。又,小相機可用,可附接 至電視’且以軟體或使用用於壓縮視訊之許多硬體壓縮器 件中之-者來實施即時M縮並不困難。又,許多%及所 行動電話具有麥克風,且耳機在具有麥克風情況下可用。 組合有本端視訊/音訊壓縮能力(特定言之,使用本文中 所描述之低延時視訊壓縮技術)之料相機及/或麥克 使使用者能夠將視訊及/或音訊連同輸w件控制資料一 '自,用者場所211傳輸至主機代管服務21〇。當使用該等 技術時’則可達成圖19中所說明之能力]吏用者可使 訊及音™出現於另一使用者之遊戲或應用程式内:;見 幕上。此實例為多人遊戲,#中隊友在賽車中合作。使用 139848.doc •117· 201001177 者之視訊/音訊僅可被其隊友選擇性地檢視/聽到。此外, 因為使用上文所描述之技術將有效地不存在延時,所以玩 家將能夠即時地彼此談話或進行運動而無可感知的延遲。 此視訊/音訊整合係藉由使來自使用者之相機/麥克風的 經壓縮視訊及/或音訊作為入璋網際網路訊们训到達而 完成。接著,人埠路由15G2將該視訊及/或音訊路由至被 准許檢視/聽到視訊及/或音訊之應用程式/遊戲饲服器 1521-1525。接著,選擇使用視訊及/或音訊之各別應用程 式/遊戲飼服器1521·1525的使用者解壓縮視訊及/或音气且 視需要而將其整合以出現於遊戲或應』程式内,諸如藉由 1900所說明的。 圖19之實例展示如何在遊戲中使用該合作,但該合作可 為用於應用程式之極其強大的工具。考慮-情形:其中一 大建築物正由在芝力π耳&法& ^ & 2勺建杀師為以紐約為基地之房地 開4商為紐約市设計’但該決策涉及在行進中且碰巧處於 邁阿密機場之財務投資者,且需要關於建築物之特定設計 要素(在其如何搭配其附近之建築物方面)進行決策,以滿 足技貝者與房地產開發商兩者。假定建築公司在芝加哥具 有具有附接至PC之相機的高解析度監視器,房地產開發商 在紐約具有具有相機的膝上型電腦,且投資者在邁阿密具 有相機的仃動電話。建築公司可使用主機代管服務 2 10。來主機代管能夠高度逼真3 d再現的強大的建築設計應 用权式’且其可利用紐約市之建築物之大資料庫,以及正 設計的建築物之資料庫。建築設計應用程式將在應用程式/ 139848.doc -118- 201001177 遊戲伺服器1521-1525中之-者上(或若其需要大量計算能 力則在若干者上)執行。處於全異位置處之3個使用者中 之每一者將連接至主機代管服務21〇,且每一者將具有對 建築設計應用程式之視訊輸出的同時檢視,但其將被針對 每-使用者具有的給定器件及網路連接特性而由共用硬體 壓縮⑽適當地定大小(例如,建築公司可經㈣脚續 用網際網路連接看見256〇xl44〇 6〇加顯示,紐約之房地 產開發商可經由其膝上型電腦上之6 肌連接看見 測㈣fpS影像,且投 250,蜂巢式資料連接看見32〇x⑽60 fps影像)。每一 方將聽到其他方之語音(將藉由應用程式/遊戲飼服器⑸卜 ⑼中的許多廣泛可用之會議啤叫套裝軟體中之任 :理會議呼叫)’且經由使用者輸入器件上之按-之致 …吏用者將月b夠使用其本端相機使視訊出現。隨著會議 進行’建築師將能夠藉由極且 當並使建筑物f絲 一,,、片般趣真感之犯再現展示 ”使建木物叙轉且使其鄰接該 時建築物看起來像什麼,且所有方均將在1建絲牙越 夕銥& Λ 万均將在各方之顯示器件 之解析度下可見到相同視訊 ^ ^ 田1士玎方使用之本端器件中 之任—者均能夠以該真實感處理 說下载或甚至儲存再現紐约市夕田不係問靖,更不用 料座。έ # 、,…,々市之周圍建築物所需的巨大資 儘管俜入里“ 者ϋ看’儘管距離很遠,且 二係王異本端器件,但其將簡單地在難 私度下具有無縫體驗。此外,當 之真-感 傳達其情緒狀態時,其可如此進行。另外,若房地產 139848.doc • J19- 201001177 開發商或投資者希望控制建築程式且使用其自身的輸入器 件(其為鍵盤、滑鼠、小鍵盤或觸摸螢幕),則其可如此, 且其可以無感知的延時來回應(假定其網路連接不具有不 合理的延時)。舉例而言,在行動電話之狀況下,若行動 電話連接至機場之WiFi網路,則其將具有非常低之延時。 但若其使用美國現今可用之蜂巢式資料網路,則其很可能 將遭受引人注意的滯後。但是’對於會議之大多數目的 (其中投育者正觀看建築師控制建築物穿越或正談論視訊 電話會議)’甚至蜂巢式延時亦應係可接受的。 最後,在合作性會議呼叫結束時,房地產開發商及投資 者將進仃其評論且自主機代管服務停播,建築公司將能夠 「回倒」已記錄於延遲緩衝器1515上之會議的視訊且核查 在會議期間進行的應用於建築物之犯模型的評論、面部表 清及/或動作。若存在其希望保存之特定片段,則可將視 曰Λ之彼等片&自延遲緩衝器丨5 i 5移動至RAID陣列 1511-1512以用於檔案儲存及稍後回放。 人 风本硯點看,若建築師僅需要使用紐約市之計 能力及大資料庫歷時15分鐘之會議呼叫,則其僅需要支 該等資源被使用之時間的費用,而不必擁有高能力之工 台且不必購買大資料庫之昂貴複本。 視訊豐富之社區服務 主機代管服務21〇致能用於在網際網路上建立視訊豐 之社區服務的空前機會。圖— 、 圖20展不用於主機代管服務2 ] 上之遊戲玩家的例示性使用去 使用者頁面。如同遊戲取景器應; 139848.doc •120- 201001177 耘式樣,使用者頁面為在應用程式/遊戲伺服器i 52 i _ i 525 t之者上執行的應用程式。此頁面上之所有縮略圖 及視訊窗展示恆定地移動的視訊(若片段短,則其循環)。 「使用視訊相機或藉由上載視訊,使用者(其用戶名為 ILLHAZARD」)能夠公布其本身之視訊2〇〇〇(其他使用 者可檢視該視訊)。該視訊儲存於RAID陣列1511_15丨2上。 又,當其他使用者來到KILLHAZARD2使用者頁面時,若 KILLHAZARD此時正使用主機代管服務21(),則將展示其 正進订的無淪什麼的現場直播之視訊2〇〇丨(假定其准許檢 ,八使用者頁面之使用者觀看其)。此將由主機代管使用 者頁面應用程式之應用程式/遊戲祠服器i52i_i525自服務 控制系、,4 401 π求KILLHAZARD是否為活躍的(且如此, 則β求其正使用的應用程式/遊戲伺服器ΐ52ι_ΐ525)來完 成。接著,使用由遊戲取景器應用程式使用之相同方法, 將合適解析度及格式的經壓縮視訊流發送至執行使用者頁 面應用程式之應用程式/遊戲伺服器1521-1525且將其顯 不。右使用者選擇具有KILLHAZARD之現場直播之遊戲播 放的窗口且接著適當地單擊其輸入器件,則該窗口將放大 (再人使用與遊戲取景器應用程式相同之方法),且現場直 播之視訊將以觀看使用者之顯示器件422的解析度(適合於 觀看使用者之網際網路連接的特性)填充螢幕。 此優於先前技術方法之關鍵優點係··檢視使用者頁面之 使用者能夠看見使用者不擁有的現場直播地播放的遊戲, 且可不具有能夠玩該遊戲之本端電腦或遊戲控制台。其為 139848.doc -121 - 201001177 使用者提供看使用者頁 遊戲之極好機會,且其為I:::使:動中」的使用者玩 較擅長之遊戲的機會。以使用者可能希望嘗試或 來自 KILLHAZARD之搭栌 2〇n?+ 4 訊剪輯亦展示於使用者°: 目機記錄的或上載的視 指示卿、: 且每-視訊剪輯之下方為 二= 玩遊戲之文字(例如一。t正玩遊 戲遽騎士(Erag〇n)」且MrSn ^ 選單項(未圖示…視訊剪輯= 視訊㈣輯自展不已§己錄的或上載的 ㈣以甘 官服務2lG上之遊戲之搭播在 其遊戲中正在進行的内容的現場直播之視訊。因 曰為搭樓分群的遊戲取景器。若選擇搭檔之遊戲 彳用者早擊該遊戲’則該遊戲將放大至全勞幕,且使用 者將能_看全f幕現場直播地播放的遊戲。 再人才双視搭檀之遊戲之使用者不擁有遊戲之複本,亦 不擁有用於玩該遊戲之本端計算/遊戲控制台資源。遊戲 檢視係有效瞬時的。 、/°上文先前所描述,當*用者玩主機代管服務210上之 遊戲時,使用者能夠「回倒」遊戲且發現其希望保存之視 孔片·^又且接著將該視訊片段保存至其使用者頁面。此等 被稱為「自賞剪輯(Brag CUP)」。視訊片段2003均為由 KILLHAZARD自其所玩的先前遊戲保存的自賞剪輯⑼们。 數字2004展示自賞剪輯已被檢視多少次,及自賞剪輯何時 被檢視,使用者具有對其評定等級之機會,且橙色鑰匙孔 形狀的圖示2005之數目指示等級係多高。當使用者檢視使 139848.doc -122- 201001177 用者頁面叶,自賞剪輯2003連同頁面上之其餘視訊一起恆 疋地循%。若使用者選擇並單擊自賞剪輯中之一者, 則其放大以王現自賞剪輯2〇〇3,以及允許播放、暫停、回 倒、快進、步進等該剪輯之DVR控制。 自貝勿輯2003回放係藉由應用程式/遊戲伺服器ι521_ 1525載入使用者記錄自賞剪輯時儲存於陣列^ $工卜 15 12上的經壓縮視訊片段且將其解壓縮並將其回放來實 施。 「自賞剪輯2003亦可為來自支援扣DVR能力之遊戲的 3D DVR」視訊片段(亦即,來自可被重放且允許使用者 改變相機檢視點之遊戲的遊戲狀態序列)。在此狀況下, 除使用者在記錄遊戲片段時進行的特定「穿越」的經壓縮 視訊記錄之外,亦儲存遊戲狀態資訊。當使用者頁面正被 檢視且所有縮略圖及視訊窗均恆定地循環時,3d 〇乂尺自 賞頁輯2003將使在使用者記錄遊戲片段之「穿越」時記錄 為經壓縮視訊的自賞剪輯2003恆定地循環。但是,當使用 者選擇3D DVR自賞剪輯2003並單擊3D 〇¥11自賞剪輯2〇〇3 時,除允許播放經壓縮視訊自賞剪輯的DVR控制之外,使 用者將能夠單擊給出其用於遊戲片段之3D DVR能力的按 鈕。其將能夠獨立地控制遊戲片段期間的相機「穿越」, 且若其希望(且擁有使用者頁面的使用者如此允許),則其 將能夠以經壓縮視訊之形式記錄替代性自賞剪輯「穿 越」,替代性自賞剪輯「穿越」將接著可為使用者頁面I 其他檢視者所用(立即地,或者在使用者頁面之擁有者具 139848.doc -123 - 201001177 有核查自賞剪輯之機會之後)。 此3D DVR自賞剪輯2003能力係藉由啟動將要在另一應 用程式/遊戲伺服Hl521_1525上重放已記錄之遊戲狀態資 訊的遊戲來啟用。因為遊戲可被幾乎瞬時地啟動(如先前 所描述)’所以啟動其(其播放限於由自賞剪輯片段記錄之 遊戲狀態)且接著允許使用者在將經壓縮視訊記錄至延遲 缓衝器1515的同時用相機進行「穿越」並不困難。一旦使 用者完成進行「穿越」,則將遊戲撤銷啟動。 「自使用者之觀點看,啟動具有3D DVR自賞剪輯2003之 穿越」亚不比控制線性自賞剪輯2〇〇3之d vr控制難。其 可不夫t亥遊^或甚至不知道如何玩該遊戲。其僅為盯著 看另一操作者記錄的遊戲片段期間之3D世界的虛擬相機操 作者。 使用者將亦能夠將其自身的音訊加較自賞剪輯上(或 者自夕克風δ己錄或者上载卜以此方式,可使用自賞剪輯 來使用來自遊戲之人物及動作產生^製動晝。此動晝製作 技術通常被稱為「遊戲電影( — a)」。 隨著使用者在遊戲中進展,其將達成不同技能級別。所 播放之遊戲將成果報告給服務控制系統術,且此等技能 級別亦將展示於使用者頁面上。 互動式動畫廣告 、S Q已自文字轉變至靜態影像、視訊,且現在轉變 至二動^片段,通常係使用如Ad〇be Flash之動晝精簡型用 ' ^使用動畫精簡型用戶端之原因在於:使用者 139848.doc -124· 201001177 通常對於因向其推銷產品 乃 < 特權而被延遲較盔耐 心。又,精簡型用戶端在非以…t m 声主奋叮且古^ &在非吊低效忐之pc上執行,且因此 ^商可具“度信心:互動式廣告將適當地工作。遺憾 地,諸如Adobe Flash夕叙+此々々, aSh之動晝精簡型用戶端在互動性之程度 及體驗(以減少下载時間)之持續時間上受限制。 二:明一互動式廣告,*中使用者將在汽車在陳列室 中=選擇汽車之外部及内部色彩,同時即時射線追縱... many pcs and mobile phones are equipped with video cameras and have the ability to perform instant video compression (especially when the image is small). Also, it is not difficult to implement a compact M camera that can be attached to a television and is implemented in software or in many hardware compression devices for compressing video. Also, many % and mobile phones have a microphone and the headset is available with a microphone. A camera and/or microphone that combines native video/audio compression capabilities (specifically, using the low-latency video compression techniques described herein) to enable the user to combine video and/or audio with the control information 'Self, the user premises 211 is transferred to the colocation service 21〇. When using these techniques, the capabilities described in Figure 19 can be achieved. The user can make the Voice & SoundTM appear in another user's game or application: see the screen. This example is a multiplayer game, #中队友 cooperates in the car. The video/audio of 139848.doc •117· 201001177 can only be selectively viewed/heard by their teammates. Moreover, because there is effectively no delay in using the techniques described above, the player will be able to talk to each other or exercise at once without an appreciable delay. This video/audio integration is accomplished by causing compressed video and/or audio from the user's camera/microphone to arrive as an access network. Next, the router 15G2 routes the video and/or audio to the application/game server 1521-1525 that is permitted to view/hear the video and/or audio. Then, the user who selects the respective application/game server 1521·1525 of the video and/or audio device decompresses the video and/or tone and integrates it as needed to appear in the game or the program. As explained by 1900. The example in Figure 19 shows how to use this collaboration in a game, but this collaboration can be an extremely powerful tool for applications. Consider - Scenario: One of the major buildings is being designed by New York City for the New York-based premises in the New York-based premises for the construction of the New York-based premises in Chili π 耳 && ^ & Financial investors who are on the move and happen to be at Miami Airport, and need to make decisions about specific design elements of the building (how they relate to the buildings in the vicinity) to satisfy both the technology and the real estate developer. Suppose the construction company has a high-resolution monitor with a camera attached to the PC in Chicago, the real estate developer has a laptop with a camera in New York, and the investor has a camera-initiated phone call in Miami. Construction companies can use colocation services 2 10 . It is a powerful architectural design application that can be highly realistic 3D reproduction and it can take advantage of the large database of New York City buildings and the library of buildings being designed. The architectural design application will execute on the application / 139848.doc -118 - 201001177 game server 1521-1525 (or on several if it requires a lot of computing power). Each of the three users at the disparate location will be connected to the colocation service 21, and each will have a simultaneous view of the video output of the architectural design application, but it will be targeted for each - The user has a given device and network connection characteristics and is appropriately sized by the shared hardware compression (10) (for example, the construction company can continue to use the Internet connection to see 256 〇 xl 44 〇 6 〇 plus display, New York Real estate developers can see (four) fpS images via a 6-muscle connection on their laptops, and cast 250, and the honeycomb data link sees 32〇x(10)60 fps images). Each party will hear the other party's voice (which will be used by the application/games (5) Bu (9) in many of the widely available conference beer calling software packages: the conference call) and via the user input device By the way - the user will be able to use the local camera to make the video appear. As the meeting progresses, 'the architect will be able to reproduce the display by making the building a freak, and the piece is just like the real thing.” Like what, and all parties will be in 1 built-in tooth 越 铱 &; Λ 均 均 将 均 均 均 均 均 均 均 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方 各方Anyone can use this realism to say that downloading or even storing and reproducing the New York City Xitian is not asking for Jing, not to mention the seat. έ # , ,..., the huge resources required for the buildings around the city, despite the 俜Into the "seeing", although far away, and the second series of different local devices, but it will simply have a seamless experience under the difficulty of private. In addition, when the true-sense conveys its emotional state, it can do so. In addition, if the real estate 139848.doc • J19- 201001177 developer or investor wants to control the building program and use its own input device (which is a keyboard, mouse, keypad or touch screen), then it can be, and it can There is no perceived delay to respond (assuming that its network connection does not have an unreasonable delay). For example, in the case of a mobile phone, if the mobile phone is connected to the WiFi network of the airport, it will have a very low latency. However, if it uses a cellular data network available in the United States today, it is likely to suffer a noticeable lag. But even for most of the purposes of the conference (where the intruder is watching an architect controlling a building crossing or talking about a video conference call), even a hive delay should be acceptable. Finally, at the end of the cooperative conference call, real estate developers and investors will enter their comments and stop the colocation service, and the construction company will be able to "rewind" the video of the conference that has been recorded on the delay buffer 1515. And reviewing comments, facial expressions, and/or actions applied to the model of the building during the meeting. If there are specific segments that they wish to save, they can be moved from the delay buffer 丨 5 i 5 to the RAID array 1511-1512 for archival storage and later playback. From a point of view, if an architect only needs to use the New York City's ability to measure and a large database for a 15-minute conference call, then it only needs to pay for the time when the resources are used, without having to have high capabilities. The workstation does not have to purchase an expensive copy of the large database. Video-rich community services Hosting services 21 are an unprecedented opportunity to build video-based community services on the Internet. Figure - , Figure 20 shows the use of the game player on the colocation service 2] to the user page. As with the game viewfinder; 139848.doc • 120- 201001177 耘 The user page is the application executed on the application/game server i 52 i _ i 525 t. All thumbnails and video windows on this page show a constantly moving video (if the clip is short, it loops). "Using a video camera or by uploading a video, the user (whose user name is ILLHAZARD) can publish his own video 2 (other users can view the video). The video is stored on the RAID array 1511_15丨2. Also, when other users come to the KILLHAZARD2 user page, if KILLHAZARD is using the colocation service 21() at this time, it will display the video of the live broadcast that is being ordered. It allows for the inspection, and the user of the eight user page views it). This will be hosted by the host page application application/game server i52i_i525 self-service control system, 4 401 π seeking KILLHAZARD is active (and so, then β is seeking the application/game server being used Ϊ́52ι_ΐ525) to complete. The compressed video stream of the appropriate resolution and format is then sent to the application/game server 1521-1525 executing the user page application and displayed using the same method used by the game viewfinder application. The right user selects the window with the live broadcast of KILLHAZARD and then clicks on its input device appropriately, the window will be enlarged (the same method as the game viewfinder application), and the live video will be The screen is populated by viewing the resolution of the display device 422 of the user (suitable for viewing the characteristics of the user's internet connection). This is a key advantage over prior art methods. The user viewing the user page can see the live broadcast of the game that the user does not own, and may not have a local computer or game console capable of playing the game. It is 139848.doc -121 - 201001177 The user has an excellent opportunity to see the user page game, and it is an opportunity for the I:::Make: the user to play a better game. The user may wish to try or come from KILLHAZARD's 2栌n?+ 4 video clips also displayed on the user °: The recorded or uploaded visual instructions, and below each video clip are two = play The text of the game (for example, one is playing the game, the rider (Erag〇n)” and the MrSn ^ menu item (not shown... video clip = video (4) series has not been recorded or uploaded (4) with the official service The game on 2lG is broadcast live video of the content being carried out in its game. Because it is a game viewfinder for group building. If you choose a partner game, you will hit the game early. To the full screen, and the user will be able to watch the game broadcast live on the full screen. The user of the double-player game does not own the copy of the game, nor does it have the local end for playing the game. Calculate/game console resources. The game view is valid instantaneous. / / As described earlier, when the user plays the game on the colocation service 210, the user can "rewind" the game and find the hope Save the view hole ^^ and then will The video clip is saved to its user page. These are referred to as "Brag CUP." Video clips 2003 are self-reward clips (9) saved by KILLHAZARD from previous games played by them. How many times the self-reviewed clip has been viewed, and when the self-reward clip is viewed, the user has an opportunity to rate it, and the number of icons of the orange keyhole shape 2005 indicates how high the rating is. When the user views 139848 .doc -122- 201001177 User page leaf, self-reward clip 2003, along with the rest of the video on the page, continually follows %. If the user selects and clicks on one of the self-review clips, it zooms in to the king. Enjoy clip 2〇〇3, and DVR control that allows playback, pause, rewind, fast forward, step, etc. The clip is loaded by the application/game server ι521_ 1525. The self-recommended clips are stored in the array and are decompressed and played back for playback. "The self-reward clip 2003 can also be a 3D DVR from a game that supports DVR-capable games." Video Fragment (ie, a sequence of game states from a game that can be played back and allows the user to change the camera view point). In this case, in addition to the particular "crossing" compressed video recording that the user made while recording the game segment In addition, the game status information is also stored. When the user page is being viewed and all thumbnails and video windows are constantly cycled, the 3D 自 自 自 2003 2003 2003 will allow the user to record the "crossing" of the game segment. The self-reward clip 2003 recorded as compressed video is constantly looped. However, when the user selects the 3D DVR self-reward clip 2003 and clicks 3D 〇¥11 self-reward clip 2〇〇3, in addition to allowing playback of the compressed video from In addition to the DVR control of the clip, the user will be able to click on the button that gives their 3D DVR capabilities for the game clip. It will be able to independently control the camera "crossing" during the game segment, and if it wishes (and the user of the user page so allows), it will be able to record the alternate self-reward clip in the form of compressed video. The alternative self-reward clip "crossing" will then be available to the user page I for other viewers (immediately, or after the owner of the user page has 139848.doc -123 - 201001177 has the opportunity to verify the clip ). This 3D DVR Self-Camp Clip 2003 capability is enabled by launching a game that will replay the recorded game state information on another application/game server Hl521_1525. Because the game can be launched almost instantaneously (as previously described), so it is activated (its playback is limited to the game state recorded by the self-reward clip) and then the user is allowed to record the compressed video to the delay buffer 1515. It is not difficult to use the camera to "cross" at the same time. Once the user completes the "crossing", the game is deactivated. "From the user's point of view, launching the 3D DVR self-reward clip 2003 crossover" is not as difficult as controlling the linear self-reward clip 2〇〇3 d vr control. It can't be a tour of the sea ^ or even know how to play the game. It is only a virtual camera operator staring at the 3D world during the game segment recorded by another operator. The user will also be able to add his or her own audio to the self-reward clip (or from the eve of the game, or use the self-reward clip to use the characters and actions from the game to generate the brakes) This dynamic production technique is often referred to as "game movie (-a)." As the user progresses through the game, they will reach different skill levels. The played game reports the results to the service control system, and this The skill level will also be displayed on the user's page. Interactive animation ads, SQ have changed from text to still images, video, and now to the second move ^ fragment, usually using the likes of Ad〇be Flash The reason for using 'animated thin client' is that user 139848.doc -124· 201001177 is usually delayed and more patient than being peddled by selling products. Also, the thin client is not... Tm sounds prosperous and ancient ^ & performs on non-hanging inefficient PCs, and therefore ^ 商商 can have "degree of confidence: interactive advertising will work properly. Unfortunately, such as Adobe Flash + + + this 々 , aSh's simplistic client is limited in the degree of interaction and the duration of the experience (to reduce download time). 2: Mingyi interactive advertising, * users will be in the car in the showroom = select The exterior and interior color of the car, while ray tracking

車看起來如何。接著使用麵擇化身來駕驶汽車, 且接者使用者可採用該汽車來用於在競賽軌道上或者穿過 諸如Monaco之外國場所駕駛。使用者可選擇較大引擎或較 佺輪胎’且接著可看見改變的組態如何影響汽 持穩定之能力。 當然,廣告有效地的為尖端的3]〇視訊遊戲。但對於可在 pc或視矾遊戲控制台上播放之此種廣告,其將需要可能 10^ MB下載,且在pc之狀況下,其可能需要安裝特殊驅 動窃’且可能在PC缺乏足夠CPU或GPU計算能力時根本不 y亍口此’ 5亥專廣告在先前技術組態中不切實際。 在主機代管服務210中,該等廣告幾乎即刻地投放,且 較佳地執行,無論使用者之用戶端415能力如何。因此, 八比精簡型用戶端互動式廣告更迅速地投放,體驗上更加 豐富,且高度可靠。 即時動畫期間串流幾何形狀 RAII)陣列151卜M12及入埠路由1502可提供如此快之資 料速率且具有如此低之延時,以致有可能設計依賴於 13984B.doc -125- 201001177 RMD陣列1511·1512及入棒路由·來在即時動晝(例如, 、有複雜貝料庫之穿越)期間於遊戲播放之中間或應用程 式中可*地直接遞送幾何形狀的視訊遊戲及應用程式。How does the car look. The face avatar is then used to drive the car, and the pick-up user can use the car for driving on a race track or through a country other than Monaco. The user can select a larger engine or a helium tire' and then see how the changed configuration affects the ability to maintain vapor stability. Of course, the ads are effectively for the cutting-edge 3] video game. But for such ads that can be played on a PC or video console, it will require 10^ MB of downloads, and in the case of a PC, it may need to install a special driver to steal 'and may not have enough CPU on the PC or GPU computing power is not at all 亍 此 ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' 亥 ' 亥In the colocation service 210, the advertisements are placed almost immediately, and are preferably executed regardless of the capabilities of the user's client 415. As a result, the eight-figure streamlined user-side interactive ad is delivered more quickly, with a richer experience and a higher level of reliability. Streaming geometry RAII) during instant animation. The array 151 M12 and the incoming route 1502 can provide such a fast data rate with such low latency that the design is likely to depend on the 13984B.doc -125-201001177 RMD array 1511·1512 And the routing of the rods to directly deliver geometric video games and applications in the middle of the game play or in the application during the live action (for example, with the traversal of complex billiards).

在先前技㈣統(諸如,圖1中所展示之視訊遊戲系統) ::可用的大量儲存器件(尤其是在實用的家庭器件中)極 爰k 乂致不牝在遊戲播放期間串流幾何形狀(除了所需之 幾何形狀稍微可預測的情形之外)。舉例而言,在存在指 定道路之駕駛遊戲中’可合理地適#預測用於進入視野内 之建築物的幾何形狀且大量儲存器件可提前搜尋即將到來 的幾何形狀所定位的位置。 但在具有不可預測之改變的複雜場景中(例如,在周圍 具有複雜人物之戰役場景中),若PC或視訊遊戲系統上之In the prior art (four) system (such as the video game system shown in Figure 1) :: a large number of available storage devices (especially in practical home devices) 爰 k 牝 牝 串 串 串 串 串 串 串 串 串 串 串 串 串(except for situations where the required geometry is slightly predictable). For example, in a driving game where a given road exists, the geometry of the building for entering the field of view can be reasonably predicted and the mass storage device can search for the location where the upcoming geometry is located in advance. But in complex scenes with unpredictable changes (for example, in a battle scene with complex characters around), if on a PC or video game system

Ram完全被填滿用於當前在視圖中之物件的幾何形狀,且 接著使用者突然將其人物轉向以檢視其人物之後為何,若 未將幾何形狀預先載入RAM中,則可能在可顯示幾何形狀 之前存在延遲。 在主機代管服務210中,RAID陣列1511_1512可以超過超 高速乙太網路速度之速度串流資料,且在SAN網路下,有 "Τ π達成優於10個十彳思位元乙太網路或優於其他網路技術 的100億位元/秒之速度。100億位元/秒將在小於—秒内載 入十億位元組之資料。在60 fps圖框時間(16.67毫秒)内, 可載入約170百萬位元(21 MB)之資料。當然,甚至在 RAID組態中’旋轉媒體亦仍將招致大於一圖框時間之延 時’但以快閃記憶體為基礎之rAID儲存器最終將與旋轉 139848.doc -126- 201001177 媒體RAID陣列一般大且將不會招致該高延時。在一實施 • 例中,使用經由大量RAM寫入之快取來提供非常低延時之 存取。 因此,在足夠高之網路速度,以及足夠低延時的大量儲 存器下,可與CPU及/或GPU可處理3D資料一般快地將幾 何形狀串流至應用程式/遊戲伺服器1 52丨_丨525中。因此, 在先前所給出的實例中,其中使用者突然將其人物轉向且 向後看,可在人物完成旋轉之前載入其身後的所有人物之 ( 幾何形狀,且因此’對於使用者而言,將看來似乎其處於 與現場直播之動作一般真實的照片般逼真的世界中。 如先前所論述,照片般逼真的電腦動晝中之最後的邊界 中之一者為人面部,且由於人眼對於不完全性之敏感性, 來自照片般逼真的面部之最輕微錯誤可導致來自檢視者之 負面反應。圖22展示使用Contour™真實性俘獲技術(以下 同在申請中之申請案的主題:2004年9月15曰申請之第 10/942,609 號「Apparatus and method for capturing the motion of a performer」;2004 年 9 月 15 曰申請之第 10/942,413 號「Apparatus and method for capturing the expression of a performer」;2005 年 2月 25 曰申請之第 11/066,954號「Apparatus and method for improving marker identification within a motion capture system」;2005 年 3 月 10 曰申請之第 11/077,628 號「Apparatus and method for performing motion capture using shutter synchronization」; 2005 年 10 月 20 日申請之第 11/255,854 號「Apparatus and 139848.doc -127- 201001177 method for performing motion capture using a random pattern on capture surfaces」;2006 年 6月 7 曰申請之第 1 1/449,131 號「System and method for performing motion capture using phosphor application techniques」; 2006 年 6 月 7 日申請之第 11/449,043 號「System and method for performing motion capture by strobing a fluorescent lamp」;2006 年 6 月 7 曰申請之第 1/449,127 號「System and method for three dimensional capture of stop-motion animated characters」,該等申請案中之每—者已讓於給本 CIP申請案之受讓人)俘獲的現場直播之表演如何導致非常 平滑之俘獲表面’既而達成高多邊形計數的追蹤表面(亦 即’多邊形運動精確地追隨面部之運動)。最後,當將現 場直播之表演之視訊映射於追蹤表面上以產生紋理表面 時’產生照片般逼真的結果。 儘管當前GPU技術能夠再現追蹤表面及紋理中的Ram is completely filled with the geometry of the object currently in view, and then after the user suddenly turns his character to view his character, if the geometry is not preloaded into the RAM, the geometry may be visible There is a delay before the shape. In the colocation service 210, the RAID array 1511_1512 can exceed the speed data of the ultra-high-speed Ethernet speed, and under the SAN network, there are "Τ π achieve better than 10 ten-bit bits. The network is 10 billion bits per second faster than other network technologies. 10 billion bits per second will carry 1 billion bytes of data in less than - seconds. At approximately 60 fps frame time (16.67 milliseconds), approximately 170 million bits (21 MB) of data can be loaded. Of course, even in a RAID configuration, 'rotating media will still incur a delay greater than one frame time' but the flash memory-based rAID storage will eventually be rotated with 139848.doc -126- 201001177 media RAID arrays in general Large and will not incur this high latency. In an implementation, a cache with a large amount of RAM writes is used to provide very low latency access. Therefore, at a high enough network speed and a large amount of low enough latency, the CPU and/or GPU can process 3D data to quickly stream geometry to the application/game server.丨 525. Thus, in the previously given example, where the user suddenly turns his character and looks backwards, all the characters behind him can be loaded before the character completes the rotation (geometry, and thus 'for the user, It would seem that it is in a world that is as realistic as a lively photo-realistic photo. As discussed earlier, one of the last boundaries of a photo-realistic computer is the human face, and because of the human eye For incomplete sensitivity, the slightest error from a photo-realistic face can lead to negative reactions from the viewer. Figure 22 shows the use of ContourTM authenticity capture technology (the following is the subject of the application in the application: 2004) "Apparatus and method for capturing the motion of a performer", No. 10/942, 609, September 15th, 2004; "Apparatus and method for capturing the expression of a performer" ;Approving the application of improving marker identification within a motio on February 25, 2005 n capture system"; "Apparatus and method for performing motion capture using shutter synchronization", March 10, 2005, pp. 11/255, 854, "Apparatus and 139848.doc" -127-201001177 method for performing motion capture using a random pattern on capture surfaces"; June 1, 2006 曰 Application No. 1 1/449, 131 "System and method for performing motion capture using phosphor application techniques"; June 2006 System and method for performing motion capture by strobing a fluorescent lamp, No. 11/449,043, filed on the 7th, and 1/449, 127, "System and method for three dimensional capture of stop-motion animated Characters, each of these applications has allowed the live broadcast performance captured by the assignee of this CIP application to result in a very smooth capture surface', thus achieving a high polygon count tracking surface (ie 'Polygon motion accurately follows the movement of the face ). Finally, a photo-realistic result is produced when the video of the live broadcast of the performance is mapped onto the tracking surface to produce a textured surface. Although current GPU technology can reproduce tracking surfaces and textures

地消耗現代PC或視訊遊戲控制台 之所有可用RAM。All available RAM in a modern PC or video game console is consumed.

線性内容與互動式特徵之整合 ’將幾何形狀不斷 1521-1525 _以使得其可不 卜攸而允許產生具有幾乎不 之面部的視訊遊戲變得實 139848.doc -128- 201001177 電視即目及音訊材料(統稱「線性内容」)廣泛地 ⑶形式可用於家庭及辦公室使用纟。線性内容可在如 HD DVD及藍光媒體之實體媒體上獲取。其亦 籍由來自衛星及Φ ^ ΤΛ7 宅4 Tv廣播之DVR來記錄。此外,其 :以經由衛星及電境TV之即付即看(PPV)内容及以電境TV 之視訊點播(VOD)可用。 六“的’泉[生内谷可經由網際網路以下載的内容及串 聯之今,確實不存在—能體驗與線性媒體相關 體二呈特被的位置。舉例而言’ DVD及其他視訊光學媒 評:'二有在其他位置處不可用之互動式特徵(如導演之 化絮^紐片等)。線上音樂站點具有通常在CD上不 〇之封面藝術及歌曲資訊,但並非所有CD線上可用。 :與電視節目相關聯之網站常常具有額外特徵、網志 (log)及有時來自演員或創作人員之評論。 連it在許多電影或運動事件之情況下,常常存在常常 體—起發行(在電影之狀況下)或(在運動之狀況 ㈣戲。 、界事件(例如,玩豕之交易)的視 ::代官服務210非常適合於在將全異形式之相關内容 起時遞送線性内容。的確,遞送電影電影不如遞 式視訊遊戲有挑戰,且主機代管服務210能夠 將=内各遞送至家庭或辦公室中的多種器件,或遞送至 Z °°件。圖23展示用於主機代管服務21G 者介面頁面,其展示線性内容之選擇。 使用 139848.doc -129- 201001177 但是,不同於大多數線性内容遞送系統,主機代管服務 2 1 0亦能夠遞送相關的互動式成份(例如,DVD上之選單及 特徵、HD-DVD上之互動式上覆,及網站上之Adobe Flash 動畫(如下文所說明))。因此,用戶端器件4丨5限制不再引 入關於哪些特徵可用之限制。 另外,主機代管系統21〇能夠動態且即時地將線性内容 與視訊遊戲内容連結在一起。舉例而言,若使用者正觀看 哈利波特電影中之Quidditch比賽,且決定其願意嘗試玩 Qiudditch,則其可僅僅單擊按鈕且電影將暫停且其將被立 即輸送至哈利波特視訊遊戲之Quidditch片段。在玩The integration of linear content and interactive features 'continues the geometry 1521-1525 _ so that it can be used to create a video game with almost no face becomes 139848.doc -128- 201001177 TV and audio materials (collectively referred to as "linear content") A wide range of (3) forms can be used for home and office use. Linear content is available on physical media such as HD DVD and Blu-ray media. It is also recorded by DVRs from satellites and Φ^ ΤΛ7 Home 4 Tv broadcasts. In addition, it is available as Pay-per-View (PPV) content via satellite and TV, and Video on Demand (VOD) via TV. Six "springs" [the inner valley can be downloaded via the Internet and connected to the present, does not exist today - can experience the position of the linear media related body. For example, 'DVD and other video optics Media comment: 'There are interactive features that are not available at other locations (such as the director's snippet, button, etc.). The online music site has cover art and song information that is usually not on the CD, but not all CDs. Available online: Websites associated with TV shows often have additional features, blogs, and sometimes comments from actors or creators. Even in the case of many movies or sports events, there are often often Release (in the case of a movie) or (in the state of the sport (4) play., the event of the event (for example, the transaction of the game): The agency service 210 is very suitable for delivering linearity when the content of the disparate form is started. Indeed, delivering a movie movie is less challenging than a mobile video game, and the colocation service 210 can deliver each device to a variety of devices in the home or office, or to a Z°° piece. 3 Demonstrate a 21G interface page for colocation services that demonstrates the choice of linear content. Using 139848.doc -129- 201001177 However, unlike most linear content delivery systems, colocation services 2 10 can also deliver relevant Interactive components (for example, menus and features on DVDs, interactive overlays on HD-DVDs, and Adobe Flash animations on the website (as explained below)). Therefore, the client device 4丨5 limit is no longer Introducing restrictions on which features are available. In addition, the colocation system 21 can dynamically and instantly link linear content to video game content. For example, if a user is watching a Quidditch game in a Harry Potter movie And decide that he is willing to try to play Qiudditch, then it can just click the button and the movie will pause and it will be immediately sent to the Quidditch segment of the Harry Potter video game.

Quidditch比賽之後,另一次單擊按鈕,且電影將即刻重新 開始。 在如片般逼真的圖形及製作技術之情況下,其中攝影 獲的視訊不能區別於現場直播之動作人物,當使用者進 自現場直播之動作電影中之Quidditch遊戲至主機代管服 上之視訊遊戲中之Quidditch遊戲的轉變時(如本文中所 述)’該兩個場景實際上不能區別。此為線性内容與互 式(例如,視訊遊戲)内容兩者之導演提供全新的創作 項,因為該兩個世界之間的線變得不能區別。 J用圖14中所展示之主機代管服務架構,可將3D電影 之虛擬:機之控制提供給檢視者。舉例而言,在發生: 車内之場景巾’將有可能允許檢視者在故事進展時控 ^相機·^環顧列車。此假定列車中之所有3D物件(r 」)以及能夠即時地再現該等場景以及原始電影的足 139848.doc -130- 201001177 計算能力位準可用。 且甚至對於非電腦產生 ^ 夫市存在可提供的非常刺激 ;寺徵。舉例而言,2〇〇5電影「 裝飾華麗的舊英國大廈中之許多場; 景,使用者“冑於特疋大廈場 」將視吼暫仔且接著控制相機 可能的周圍區域。為實施此,可 夏义 了载運具有魚眼透鏡之相機 穿k大厦’當其追蹤其位置時, A ,, 非常類似於實施先前技術After the Quidditch game, another click on the button and the movie will start again. In the case of film-like graphics and production technology, the video obtained by the camera cannot be distinguished from the live action characters, when the user enters the video from the Quidditch game in the live action movie to the hosted service. When the Quidditch game in the game changes (as described in this article), the two scenes can't actually be distinguished. This is a brand new creation for directors of both linear content and inter-form (eg, video game) content, because the lines between the two worlds become indistinguishable. Using the colocation service architecture shown in Figure 14, J can provide virtual machine control of the 3D movie to the viewer. For example, in the event of: a scene towel in the car will likely allow the viewer to control the camera while the story is progressing. This assumes that all 3D objects (r" in the train and the ability to reproduce the scenes and the original movie 139848.doc -130-201001177 are available. And even for the non-computer generated ^ Fu City exists can provide very exciting; Temple sign. For example, the 2〇〇5 film "many of the beautifully decorated old British buildings; the scene, the user "squatting in the special building" will be seen as a temporary and then control the possible surrounding area of the camera. In order to implement this, Xia Yi has carried a camera with a fisheye lens. When it tracks its position, A, is very similar to the implementation of the prior art.

Apple么司之QuickTime vr。各種圖扩 種圖框接著將被轉換,因 此影像不失真’且接著其連同電影—起被儲存於Μ料 12上,且在使用者選擇繼續虛擬巡視時被回 放。 ,運動事件之情況下’可經由主機代管服務2H)來串流 見琢直t之運動事件(諸如,籃球比賽)以供使用者觀看(如 同其對於常見TV所想要的那樣)。在使用者觀看特定播放 之後,遊戲之視訊遊戲(最終籃球玩家看起來與真實玩家 般照片般逼真)可趕上在同一位置中開始的玩家,且使 用者(可能各自控制一玩家)可重新玩以查看其是否可比該 等玩家做得更佳。 本文中所描述之主機代管服務2 1〇極其適合於支援此未 來世界,因為其能夠承受不切實際以致不能安裝於家庭中 或大多數辦公室背景中的計算能力及大容量儲存資源,而 且其計算資源總是最新的(在可用的最新的計算硬體之情 況下),但是在家庭背景中,將總是存在具有較舊代之pc 及視5凡遊戲的家庭。此外’在主機代管服務2丨〇中,使用 139848.doc -131 - 201001177 者被隱瞒所有此計算複雜度,_,即使使 用非常尖端之糸餘ώ 」月匕正使 ,... ,、、 吏用者之觀點看,亦如改變電視 之―—般簡單。另外,使用者將能夠存取所有計曾 及什异能力將自任何用戶端415帶來的體驗。 -月匕 多人遊戲 =戲為多人遊戲之程度,則其將能夠不僅經由入埠路 ,’周路傳達至應用程式/遊戲伺服器1521-1525而且-由網,橋接器傳達至具有不在主機代管服務210中執行之 伺服為或遊戲機器的網際網路(未圖示)。當藉由通用 網路上之雷日您& # ^ 之電恥玩多人遊戲時,則應用程式/遊戲伺服器 U21 1525將具有極快存取網際網路之益處 庭中之飼服器上執行的情況相比),但其將受在較= 接上玩遊戲之其他電腦的能力限制,且亦潛在地受網際網 路上之遊戲伺服器經設計以適應最少共同點(該等遊戲伺 服為將為相對緩慢之消費者網際網路連接上的家庭電腦) 的事實限制。 但當完全在主機代管服務210伺服器中心内玩多人遊戲 時,則可達成極大差異。主機代管用於使用者之遊戲之每 —應用程式/遊戲伺服器1521-1525將與其他應用程式/遊戲 5 器$ 2 1 1 5 2 5以及藉由極高速度、極低延時連接性及 巨大、非常快之儲存陣列主機代管對多人遊戲之中央控制 的任何伺服器互連。舉例而言,若超高速乙太網路用於入 璋路由1502網路,則應用程式/遊戲伺服器1521-1525將在 彼此當中傳達,且傳達至以十億位元/秒速度在潛在的僅i 139848.doc -132- 201001177 毫秒或1毫秒以下之延時下主機代管對多人遊戲之中央控 制的任何伺服器。另外,RAID陣列1511-1512將能夠非常 快速地回應且接著以十億位元/秒速度傳送資料。作為一 實例,若使用者在外表及服裝方面定製人物,以使得人物 具有對於人物而言唯一的大量幾何形狀及行為,在限於在 家庭中在pc或遊戲控制台上執行之遊戲用戶端的先前技術 系統下,若彼人物將進入另一使用者之視野中,則使用者 將必須等待直至長的緩慢下載完成為止,以便將所有幾何 形狀及行為資料載入其電腦中。在主機代管服務21〇内, 彼相同下載可優於以十億位元/秒速度自RAID陣列1511-1512伺服的超高速乙太網路。即使家庭使用者具有8 m时s 網際網路連接(其根據現今之標準來看極快),超高速乙太 網路亦快100倍。因此,在快的網際網路連接上花費一分 鐘進行的工作在超高速乙太網路上將花費小於一秒。 頂級玩家分群及錦標赛 主機代管服務2 1 0極其適合於錦標赛。因為無遊戲係在 本端用戶端中執行,所以不存在使用者作弊之機會。又, 由於輸出路由1540多播UDP流之能力,使得主機代管服務 210能夠同時向觀眾中的數千人廣播較大錦標賽。 事實上,當存在如此風行以致數千名使用者正接收相同 流的特定視訊流時(例如,展示較大錦標賽之視圖),將視 訊流發送至内容遞送網路(CDN)(諸如,Akamai或Apple's QuickTime vr. The various map expansion frames will then be converted so that the image is not distorted' and then it is stored on the dice 12 along with the movie and is played back when the user chooses to continue the virtual tour. In the case of a sporting event, the traffic can be streamed through the colocation service 2H to see a sporting event (such as a basketball game) for the user to watch (as it would for a typical TV). After the user views a particular play, the video game of the game (finally the basketball player looks as realistic as the real player) can catch up with the player starting in the same position, and the user (possibly controlling one player each) can replay To see if it can do better than these players. The colocation service described in this article is extremely suitable for supporting this future world because it can withstand the computing power and large-capacity storage resources that are impractical to be installed in the home or in most office settings, and Computing resources are always up-to-date (in the case of the latest computing hardware available), but in the home background, there will always be families with older generations of PCs and games. In addition, in the colocation service 2, the use of 139848.doc -131 - 201001177 is concealed by all this computational complexity, _, even with the use of very sophisticated 糸 」 匕 匕 匕 , , , , From the point of view of the user, it is also as simple as changing the TV. In addition, the user will be able to access all of the experience that the singular and singular capabilities will bring from any of the clients 415. - month multiplayer game = the degree of multiplayer game, it will be able to communicate not only to the road, but also to the application/game server 1521-1525 and - by the network, the bridge to the absence The servo executed in the colocation service 210 is the internet of the game machine (not shown). When playing the multiplayer game with the Thunder of You &#^ on the universal network, the application/game server U21 1525 will have the advantage of extremely fast access to the Internet. Compared to the implementation, but it will be limited by the ability of other computers to play games, and potentially also by the game server on the Internet to adapt to the least commonality (the game servo is The factual limit will be for a relatively slow consumer Internet connection on a home computer). However, when playing a multiplayer game entirely in the colocation service 210 server center, a great difference can be achieved. Hosting the game for the user's game - the application/game server 1521-1525 will be connected to other applications/games $2 1 1 5 2 5 and with extremely high speed, very low latency connectivity and The huge, very fast storage array host hosts any server interconnects that are centrally controlled by multiplayer games. For example, if a hyper-speed Ethernet is used to route the 1502 network, the application/game servers 1521-1525 will be communicated to each other and communicated to potentials at a gigabit per second rate. Only i 139848.doc -132- 201001177 milliseconds or less than 1 millisecond delay under the host to host any server for the central control of multiplayer games. In addition, RAID arrays 1511-1512 will be able to respond very quickly and then transfer data at a gigabit per second rate. As an example, if the user customizes the character in terms of appearance and clothing so that the character has a large number of geometric shapes and behaviors that are unique to the character, the previous is limited to the game client that is executed on the pc or the game console in the home. Under the technical system, if a character enters the field of view of another user, the user will have to wait until a long slow download is completed in order to load all geometry and behavioral data into his computer. Within 21 主机 of the colocation service, the same download can be superior to the ultra-high-speed Ethernet that is served from the RAID array 1511-512 at a rate of one billion bits per second. Even if the home user has an Internet connection of 8 m (which is extremely fast according to current standards), the ultra-fast Ethernet network is 100 times faster. Therefore, it takes less than a second to spend a minute on a fast internet connection on a super-fast Ethernet. Top player grouping and tournaments Hosting services 2 1 0 is perfect for tournaments. Since no game is executed in the local client, there is no chance for the user to cheat. Again, due to the ability of the output route 1540 to multicast UDP streams, the colocation service 210 can simultaneously broadcast larger tournaments to thousands of people in the audience. In fact, when there are so popular that thousands of users are receiving the same stream of specific video streams (for example, showing a larger tournament view), the video stream is sent to a content delivery network (CDN) (such as Akamai or

Limelight)以供至大量分配至許多用戶端器件415可能更有 效0 139848.doc -133 - 201001177 當使用CDN來展示頂級玩家分群之遊戲取景器頁面時, 可獲得類似位準之效率。 —對於較大錦標赛,可使用現場直播的名人解說員來在特 f比赛期間提供評論。儘管大量使用者將係在觀看較㈣ 標,,且相對小數目將係在錦標賽中玩。可將來自名人解 說員之音訊路由至主機代管在錦標賽中玩之使用者且主機 代s錦;^赛中之遊戲之任何旁觀者模式複本的應用程式/ 遊戲飼服器1521_1525,且可將音訊加錄於遊戲音訊之 上可在趣戲上(亦可能剛好在旁觀者視圖上)上覆名人 說員之視訊。 網頁載入之加速 全球資訊網之主要輪送協定、超文字傳送協定(h 經構想並界定於-其中僅商業具有高速網際網路連接,且 線上之消費者使用撥號數據機或ISDN的時代中。此咩 用於快速連接之「黃金桿準Ατΐέφ 7 此時’ 汽盈铩旱」為Τ1線,其對稱地提供i 5Limelight) may be more efficient for distribution to a large number of client devices 415. 139848.doc -133 - 201001177 When using CDN to show the top viewer grouped game viewfinder page, you get a similar level of efficiency. - For larger tournaments, live celebrity commentators can be used to provide comments during the special event. Although a large number of users will be watching the (4) mark, and a relatively small number will be played in the tournament. The audio from the celebrity commentator can be routed to the host to host the game in the tournament and the host will be the singer; ^ any of the bystander mode replicas of the game in the game / game feeding device 1521_1525, and The audio is added to the game audio to cover the video of the celebrity speaker on the fun scene (or just on the bystander view). Web page loading accelerates the World Wide Web's primary shipping agreement, hypertext transfer protocol (h is conceived and defined in the era of commercial high-speed Internet connectivity, and online consumers using dial-up modems or ISDN) The 黄金 黄金 咩 咩 咩 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金 黄金

Mbps資料速率(亦即,兩個方向中具有相等資料速率)。、· 現今’情形完全不同。大量發達世界中經由肌或電碑 數據機連接之平均家庭連接速度具有比τι線高得多的下= 貢料速率。事實上,在世界之-些地方中,光纖至路邊 (fiber-to-the-curb)正將高违 A/ru 竹间違50 Mbpsi1〇〇 Mbps之資 率引入家庭。 ' 遺憾地,HTTP未經架構(亦未實施)以有效地利用此等各 劇速度改良。網站為遠端伺服器上之檔案之集合。_ 單地說,HTTP請求第-構案,等待下載該樓案,且接; 139848.doc •134· 201001177 请求第二檔案,等待下载該檔案等。事實上,HTTp允許 個以上「開放連接」(亦即,每次請求一個以上標案), 但由於議定的標準(及防止網路伺服器被超載之願望)而使 得僅准許非常少之開放連接。此外,由於網頁經構造之方 式’冷'1覽器常常未意識到可用於立即下載之多個同時頁面 (亦即,僅在剖析一頁面之後才變得顯而易見:需要下載 如影像之新檔案)。因此,網站上之檔案實質上係逐個地Mbps data rate (ie, equal data rate in both directions). , · Today's situation is completely different. In a large number of developed worlds, the average home connection speed via a muscle or electrograph computer has a much higher down= tribute rate than the τι line. In fact, in some parts of the world, fiber-to-the-curb is introducing high rates of A/ru bamboo violations of 50 Mbpsi 〇〇 Mbps into the home. Unfortunately, HTTP has not been architected (and not implemented) to make effective use of these dramas to improve speed. The website is a collection of files on the remote server. _ Speaking alone, HTTP requests the first-construction, waiting to download the project, and pick up; 139848.doc • 134· 201001177 request the second file, waiting to download the file. In fact, HTTp allows more than one "open connection" (ie, requests more than one standard at a time), but only a very small number of open connections are allowed due to agreed standards (and the desire to prevent the web server from being overloaded). . In addition, because the web page is constructed in a 'cold' browser, it is often not aware of multiple simultaneous pages that can be used for immediate downloading (ie, it becomes apparent only after parsing a page: a new file such as an image needs to be downloaded) . Therefore, the files on the website are essentially one by one.

載入。此外,由於由HTTP使用之請求及回應協定,存在 人所載入之母一槽案相關聯的大致(存取美國的典型網路 伺服器)10 〇毫秒之延時。 在相對低速連接之情況下,此不會引入大量問題,因為 用於槽案本身之下載時間決定網頁之等待時間。但是,隨 著連接速度增大(尤其是複雜網頁情況下),開始引起問 題。 在圖24中所展示之實例中’展示典型商業網站(此特定 用站係來自車义大運動鞋商標)。、網站上具有54個槽案。稽 $ 包括 HTML、CSS、JPEG、PHp、及心㈣ f ’且包括視訊内容。在現場直播網頁(亦即,使用者可 單擊其並開始使用其)之前,必須載入總共Μ職元組。 :於大量槽案存在許多原因。首先,其為複雜且尖端之網 、,且其次’其為基於關於存取該頁面之使 態地組合的網頁(例如,使用者來自哪個國家,何種: S,、使用者之前是否進行購買等),且視所有此等因素而 下載不同擋案。但是,其仍為非常典型的商業網頁。 139S48.doc -135- 201001177 圖24展示隨著連接速度增大在現場直播網頁之前消逝的 時間量。在1.5 Mbps連接速度2401下,使用具有習知網路 續J覽器之習知網路伺服器,在現場直播網頁之前花費13.5 秒。在12 Mbps連接速度24〇2下,載入時間減少至65秒, 或約快一倍。但在96 Mbps連接速度2403下,載入時間僅 減v至約5.5秒。此之原因係因為在此種高下載速度下, 下載檔案本身之時間最小,但每檔案各自大致1 00毫秒之 延時仍保持,從而導致54個檔案*1〇〇毫秒=5·4秒之延時。 因此,無論至家庭之連接多快,此網站在現場直播之前將 總疋化費至少5.4秒。另一因素係伺服器側排入佇列;每 ΤΤΡ π求係在j宁列之後部添加,因此在忙碌飼服器 上此將具有顯著影響,因為對於待自網路伺服器得到的 每個小項目,HTTP請求需要等待其返回。 解決此等問題之一方式係廢棄或重新界定。或 者,可能使網站擁有者較佳地將其檔案合併成單一檔案 (例_如,以Ad〇be Flash格式)。但是,作為一實際問題,此 公司以及許多他人在其網站架構中具有大量投資。另外, 儘官一些家庭具有12_1〇〇 Mbps連接,但大多數家庭仍具 有幸又緩k之速度,且HTTP在緩慢速度下確實工作良好。 一替代方法係將網路瀏覽器主機代管於應用程式/遊戲 伺服器1521-1525上,且將用於網路飼服器的播案主機代 g於RAID陣列! 5 !】_】5】2上(或潛在地主機代管於主機代管 網路濁覽器之應用程式/遊戲飼服器1521_1525上的MM中 或本端儲存器上)。由於經由入埠路由丨5〇2(或至本端儲存 H9848.doc -136- 201001177Load. In addition, due to the request and response protocol used by HTTP, there is a delay of 10 milliseconds associated with the parent-slot case (a typical network server accessing the United States). In the case of a relatively low speed connection, this does not introduce a lot of problems, because the download time for the slot itself determines the waiting time of the web page. However, as the connection speed increases (especially in the case of complex web pages), it starts to cause problems. In the example shown in Figure 24, a typical commercial website is shown (this particular station is from the Che Yi Da Sneakers trademark). There are 54 slots on the website. The $ includes HTML, CSS, JPEG, PHp, and Heart (4) f ' and includes video content. Before the live web page (that is, the user can click on it and start using it), the total defamation tuple must be loaded. There are many reasons for the large number of slots. First, it is a complex and sophisticated network, and secondly it is a web page based on the combination of accessing the page (eg, which country the user came from, what: S, whether the user made a purchase before) Etc.) and download different files based on all of these factors. However, it is still a very typical commercial web page. 139S48.doc -135- 201001177 Figure 24 shows the amount of time that elapsed before the live web page was broadcast as the connection speed increased. At 1.5 Mbps connection speed 2401, using a conventional web server with a conventional network continuation browser, it takes 13.5 seconds before the live web page is live. At a 12 Mbps connection speed of 24 〇 2, the load time is reduced to 65 seconds, or approximately doubled. However, at a connection speed of 2403 at 96 Mbps, the load time is only reduced by v to about 5.5 seconds. The reason for this is because at this high download speed, the time to download the file itself is the smallest, but the delay of approximately 1 00 milliseconds per file remains, resulting in a delay of 54 files * 1 〇〇 milliseconds = 5.4 seconds . Therefore, no matter how fast the connection to the home, the site will spend at least 5.4 seconds before the live broadcast. Another factor is that the server side is queued up; each π 求 system is added after the j-nine column, so this will have a significant impact on the busy feeder, because for each to be obtained from the web server For small projects, HTTP requests need to wait for them to return. One way to solve these problems is to discard or redefine. Alternatively, it may be possible for the website owner to better merge their files into a single file (eg, in Ad®be Flash format). However, as a practical matter, this company and many others have invested heavily in their website architecture. In addition, some families have 12_1 Mbps connections, but most families still have the privilege and slow speed, and HTTP does work well at slow speeds. An alternative is to host the web browser host on the application/game server 1521-1525, and the host for the web server is on the RAID array! 5 !] _] 5] 2 (or potentially hosted on the host escrow network Navigator application / game feeder 1521_1525 on the MM or on the local storage). Due to the route through the port 丨5〇2 (or to the local storage H9848.doc -136- 201001177

器)之非常快之互連’並非在使用HTTP下每槽荦豆有】〇〇 毫秒之延時’而是在使用HTTP下將存在每檔案最小延 時。接著,並非使家庭中之使用者經由ΗΤΤΡ存取網頁, 而是使用者可經由用戶端41 5存取網頁。接著,甚至在15 Mbps連接下(因為此網頁不需要大量頻寬來用於其視訊), 網頁亦將在每一線2400小於1秒之時間内處於現場直播。 實質上,在應用程式/遊戲伺服器1521_1525上執行之網路 剷覽裔顯示現場直播之頁面之前將不存在延時,且在用戶 端415顯示來自網路瀏覽器之視訊輸出之前將不存在可偵 測到的延時。當使用者使用滑鼠搜尋網頁及/或在網頁上 鍵入字時’將使用者之輸人資訊發送至在應用程式/遊戲 伺服器1521-1525上執行之網路瀏覽器,且網路瀏覽器將 相應地作出回應。 ,〆务之$ W之處係、‘若塵縮器正怪定地傳輸視訊資 ::則使用頻1 ’即使網頁變成靜態亦如此。此可藉由組 倍為以僅在(且若)網頁改變時才傳輸資料且接著僅將 貝料傳輸至發生改變之頁面部分來補救。當存在具有怪定 地改’又的快閃標語等之一些網頁日夺,該等網頁傾向於令人 討厭’且除非存在要移動某物(例如,視訊剪輯)之原因, 否則通常網頁為靜態的。對於該等網頁,可能為以下狀 。。使用主機代官服務210將傳輪較少資料(與習知網路飼 山)因為將僅傳輸實際顯示的影像,無精簡型用 戶立而可執行碼,且無可能從不被檢視之大物件(諸如 動翻轉影像)。 r 139848.doc -137- 201001177 因此’使用主機代管服務21〇來主機代管舊版網頁,可 將網頁載入時間減少至打開網頁係類似改變電視上之頻道 的程度:有效地即刻地現場直播該網頁。 促進遊戲及應用程式之除錯 如先前所敍述,具有即日㈣形之視訊遊戲及應用程式為 非常複雜之應用程式且通常當其被發行至該領域中時,其 含有缺陷。儘管軟體開發商將自使用者得到關於缺陷之反 饋,且其可能具有用力在崩冑之後將機器狀態傳回之一些 方式,但相地識別是什麼引起遊戲或即時應用程式崩潰 或不適當地執行非常困難。 當遊戲或應用程式在主機代管服務210中執行時,將遊 戲或應用程式之視訊/音訊輸出恆定地記錄於延遲緩衝器 15 15上。另外,看門狗過程執行每一應用程式/遊戲词服 益1521_1525 ’該看門狗過程將向主機代管服務控制系統 4〇1定期地報告應用程式/遊戲伺服器1521_1525正平滑地執 行。若看門狗過程未能報告,則飼服器控制系統4〇\將試 圖與應用程式/遊戲伺服器152丨_1 525通信,且若成功,則 將收集可用的無論什麼機器狀態。將無論什麼可用之資气 連同由延遲缓衝器1515記錄之視訊/音訊一起發送至^體 開發商。 因此,當遊戲或應用程式軟體開發商自主機代管服務 得到崩潰之通知時,其得到導致崩潰之原因的圖框接 圖框之紀錄。此資訊在追蹤到缺陷並將其修復中可極且 值。 八1貝 139848.doc • 138 - 201001177 亦注意,當應用程式/遊戲伺服器1521-1525崩潰時,在 最近的可重新啟動之時刻重新啟動伺服器,且將訊息提供 給使用者,從而就技術困難道歉。 資源共用及成本節省 圖4a及圖4b中所展示之系統為終端使用者與遊戲及應用 程式開發商兩者提供多種益處。舉例而言,通常,家庭及 辦公室用戶端系統(例如,PC或遊戲控制台)僅在一週中之 小百分比之小時中處於使用中。根據由Nielsen娛樂「活 躍遊戲者基準點研究」(http://www.prnewswire.com/cgi_ bin/stories.pl?ACCT=104&STORYWwww/story/l〇-〇5-20〇6/ 〇〇〇4446115&EDATE=)的2006年1〇月5日通信稿,活躍遊戲 者一週平均花費14個小時來在視訊遊戲控制台上玩且約一 週17個小時在掌上型器件上玩。該報告亦陳述:對於所有 遊戲播放活動(包括控制台、掌上型器件及…遊戲播放), 活躍遊戲者平均—週13個小時。考慮較高數字之控制台視 訊遊戲播放時間,存在_週2作168個小時, 躍遊戲者之家中,視訊賴控心僅在—週之17/勝ι〇% 中處於使用巾。或者’ 9〇%之時間,視訊遊 “糸閒置的' 給定視訊遊戲控制台之高成 助該等器件之事實,此A曰主次、β 夂I k商貝 士、, 此為叩貝—貝源之非常無效率之佶爾 高端應用程式(諸如 Δ 吏用,尤其是 (绪如,AUtodesk Maya)常常 桌上型PC。栲其^ 而的非可攜式 儘官一些商業在所有小時及假日 pc(例如,帶回$ ‘作且一些 豕以用於在晚上進行卫作的可攜式PC)係在 139848.doc -J39- 201001177 所有小時及假日使用,但大多數商業活動傾向於在給定商 業日守區中集中於自週一至週五的約9 AM至5 pM,較少假 曰及斷開時間(諸如,午餐),且因為大多數pc使用在使用 者積極地利用PC時出現,所以其遵循:桌上型pc利用傾 向於遵循此等操作小時數。若假定—週中之五天的自9am 至5 PM恆定地利用pc,則彼將暗示pc在一週之 4〇/168=24%之小時中被利用。高效能桌上型K:為用於商 業之非常昂責的投資,且此反映非常低之利用度。在桌上 :上教學之學校可在一週之甚至更小分率中使用電 、二且儘g其視教學之小時數而改變,但大多數教學在自 、。^^五之日間小時期間出現。因此,一般而言,pc及 視訊遊戲控制台僅在—週之小分率小時中被利用。 值得注意地’因為許多人在非假日之週—至週五之日間 小時期間在商章岑扃與& 士 茶次在子杈工作,所以此等人通常在此等小 =間不玩視訊遊戲’且因此當其確實玩視訊遊戲時,其 係在其他小時期間(諸如,晚上、週末及假曰)。 給定圖4a中所展示的主機代管服務之組態,則上述兩段 所描述之使用型樣導致資源之非常有效之利用。顯而易 見’存在對於可在给宏主 #田土 隹、、°疋時間由主機代管服務210來伺服之 的數目的限制,尤其在使用者需要用於複雜應用程 視訊遊戲)之即時回應性的情況下。但是,不 大^之視訊遊戲控制台或由商#使用的%(其The very fast interconnects are not in the case of using HTTP. Each slot has a delay of 〇〇 milliseconds. Instead, there is a minimum delay per file under HTTP. Then, instead of allowing the user in the home to access the webpage via the UI, the user can access the webpage via the client 4155. Then, even under a 15 Mbps connection (because this page does not require a lot of bandwidth for its video), the web page will be live broadcast in less than 1 second per line 2400. In essence, there will be no delay before the webcaster executing the application/game server 1521_1525 displays the live broadcast page, and there will be no detectable before the client 415 displays the video output from the web browser. The measured delay. When the user uses the mouse to search the webpage and/or type a word on the webpage, 'send the user's input information to the web browser executed on the application/game server 1521-1525, and the web browser A response will be responded accordingly. The $W of the service is ‘If the duster is transmitting the video message :: it uses the frequency 1 ’ even if the page becomes static. This can be remedied by grouping to transmit data only when (and if) the web page changes and then only transfer the beaker to the page portion where the change occurred. When there are some webpages with a slogan, such as a flashing slogan, these web pages tend to be annoying, and unless there is a reason to move something (for example, a video clip), the webpage is usually static. of. For these pages, the following may be the case. . Using the host agency service 210 will transfer less data (with the custom network feed) because only the actual displayed image will be transmitted, no compact user can execute the code, and there is no large object that may never be viewed ( Such as moving the image). r 139848.doc -137- 201001177 Therefore, 'using the colocation service 21〇 to host the old version of the webpage, the webpage loading time can be reduced to the extent that the webpage is similarly changed to the channel on the TV: effectively and instantly Live the page. Promoting the Debugging of Games and Applications As mentioned earlier, video games and applications with the same (4) shape are very complex applications and often have defects when they are released into the field. Although the software developer will get feedback on the defect from the user and it may have some way to force the machine state back after the crash, the phase identification identifies what caused the game or instant application to crash or improperly execute. very difficult. When the game or application is executed in the colocation service 210, the video/audio output of the game or application is constantly recorded on the delay buffer 15 15 . In addition, the watchdog process executes each application/game word benefit 1521_1525. The watchdog process will periodically report to the colocation service control system 〇1 that the application/game server 1521_1525 is performing smoothly. If the watchdog process fails to report, the feeder control system 4〇 will attempt to communicate with the application/game server 152丨_1 525, and if successful, will collect whatever machine status is available. Regardless of what information is available, it is sent to the developer along with the video/audio recorded by the delay buffer 1515. Therefore, when a game or application software developer gets a notification of a crash from the colocation service, it gets a record of the frame of the frame that caused the crash. This information is extremely valuable in tracking down defects and fixing them.八1贝139848.doc • 138 - 201001177 Also note that when the application/game server 1521-1525 crashes, the server is restarted at the most recent restartable time and the message is provided to the user, thus Apologize for the difficulty. Resource Sharing and Cost Savings The systems shown in Figures 4a and 4b provide multiple benefits for both end users and game and application developers. For example, in general, home and office client systems (e.g., PCs or game consoles) are only in use for a small percentage of the week. According to Nielsen Entertainment "Active Player Benchmark Study" (http://www.prnewswire.com/cgi_bin/stories.pl?ACCT=104&STORYWwww/story/l〇-〇5-20〇6/ 〇〇 〇4446115&EDATE=) 2006 January 5th, the active gamer spends an average of 14 hours a week playing on the video game console and playing on the handheld device for about 17 hours a week. The report also stated that for all game play activities (including consoles, handheld devices, and ... game play), active players averaged 13 hours per week. Considering the higher number of console video game play time, there are _ weeks for 168 hours. In the home of the gamer, the video control is only used in the week of 17/win ι〇%. Or '9〇% of the time, video game "糸 idle" given the fact that the video game console is high to help these devices, this A 曰 primary, β 夂 I k 商贝士,, this is mussel - Beyin's very inefficient high-end applications (such as Δ ,, especially (AUTOdesk Maya) often desktop PCs. 栲 ^ 而 而 而 尽 尽 尽 尽 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些 一些And holiday pcs (for example, portable PCs with $ back and some for security at night) are available at 139848.doc -J39-201001177 for all hours and holidays, but most commercial activities tend to Focusing on approximately 9 AM to 5 pM from Monday to Friday in a given business day area, less false and disconnected time (such as lunch), and because most PCs are used actively by users in PCs It appears, so it follows: desktop PC utilization tends to follow these hours of operation. If it is assumed that the five days of the week from 9am to 5PM constantly use pc, then he will imply that pc is 4 weeks in a week. /168=24% of the hours are utilized. High-performance desktop K: for commercial use Responsible investment, and this reflects very low utilization. On the table: the school of teaching can use electricity in one week or even less, and change the number of hours of teaching as it is, but Most of the teaching takes place during the hours between the days of ..^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Weeks - during the hours of the Friday, during the hours of the Shang Zhang and & Shicha, working in Zizi, so these people usually do not play video games in this small = and therefore when they do play video games When it is during other hours (such as evenings, weekends, and false alarms). Given the configuration of the colocation service shown in Figure 4a, the usage patterns described in the two paragraphs above result in very efficient resources. Utilization. It is obvious that there is a real-time response to the number of servos that can be served by the host escrow service 210, especially when the user needs to use the complex application video game. Sexual love In the case, however, the video console of the video game or the % used by the merchant #

時間閒置放置),伺服器彻可由不同使用者在不 間重新利用。舉例而言,具有高效能雙㈣及雙GPU 139848.doc -140· 201001177 及大量RAM之高效能伺服器4〇2可由商業及學校在非假日 之9 AM至5 PM利用,但由玩尖端視訊遊戲之遊戲者在晚 上、週末及假日利用。類似地,低效能應用程式可由商業 及學板在商業小時期間在具有Ceieron CPU、無GPU(或非 常低端之GPU)及有限RAM之低效能伺服器4〇2上利用且低 效此遊戲可在非商業小時期間利用低效能伺服器4〇2。 另外,在本文中所描述之主機代管服務配置的情況下, 貧源係在數千名(若非數百萬名)使用者當中有效地共用。 一般而言,線上服務僅具有其總使用者基礎的小百分比在 給疋日^間使用服務。若考慮先前所列出的Nie;isen視訊遊戲 使用統a十資料,則容易瞭解為什麼。若活躍遊戲者一週僅 1 7個小時玩控制台遊戲,且若假定遊戲之♦值使用時間係 在晚上(5-12 AM,7*5天=35小時/週)及週末(8 am_12 AM,16*2=32小時/週)的典型非工作、非商業小時期間, 則對於17個小時之遊戲播放,一週存在35+32 = 65個峰值小 時。由於以下許多原因而使得難以估計系統上之確切峰值 使用者負冑:-些使用者將在峰值外時間期間玩,可能存 在特定日間時間存在使用者之叢集峰值,峰值時間可受所 玩遊戲之類型(例如,孩子之遊戲將可能係在晚上的較早 時間玩)等影響。但是’假定當遊戲者可能玩遊戲時,遊 戲者玩的平均小時數遠小於日間之小時數,則僅主機代管 服=21Gt 〃率數目之使用者將係在給定時間使用主機 代管服務21〇。為此分析起見’將假定峰值負載m 因此’僅12.5%之計算、壓縮及頻寬資源係在給定時間使 139848.doc 201001177 用,從而由於資源之再使用而導致僅1 2.5%之硬體成本來 支援給定使用者玩效能遊戲之一給定級別。 此外,假定一些遊戲及應用程式需要比其他者多的計曾 能力’則可基於被使用者玩之遊戲或由使用者執行之應用 程式來動態地分配資源。因此,選擇低效能遊戲或應用程 式之使用者將被分配低效能(較低廉)伺服器4〇2,且選擇高 效能遊戲或應用程式之使用者將被分配高效能(較昂責)飼 服器402。實際上,給定遊戲或應用程式可能具有遊戲或 應用程式之較低效能及較高效能區,且可在遊戲或應用程 式之區之間將使用者自一伺服器402切換至另一伺服哭 402,以保持使用者在滿足遊戲或應用程式之需要的最低 成本伺服器402上執行。注意,遠比單一磁碟快之RA][d陣 列405將可為甚至低效能伺服器4〇2所用,此具有較快磁碟 傳ϋ速率之盈處。因此,跨越所有所玩遊戲或所使用之應 私式的每伺服器4〇2平均成本比玩最高效能遊戲或應用 私式之大多數昂貴伺服器402之成本小得多,然而,即使 低效能伺服器402亦將自RAID陣列405得到磁碟效能益 處。 、另外,主機代管服務210中之伺服器402可能僅為不具 可。—同4 ;丨面(不同於網路介面)之PC主機板,且恰好, 曰下整合至剛好具有至s AN 403之快速網路介面的單一 阳片 。τ% 多的 AID陣列405可能將在比存在磁碟之情況多得 遠小者當中共用,因此每一活躍使用者之磁碟成本將 '一礤碟機。所有此設備將可能駐留於環境上受控制 139848.d〇c • 142 - 201001177 之飼服器室環境中的支架中。若伺服器402出故障,則其 可容易地在主機代管服務21〇處進行修理或替換。相比之 下’家庭或辦公室中之PC或遊戲控制台必須堅固,必須能 夠倖免於合理之磨損及撕裂以防被重擊或降落的獨立器具 需要一外殼,具有至少一磁碟機,必須倖免於不利的環境 條件(例如,被勉強塞入具有其他用具之過熱Av橱櫃中), 需要服務保證,必須被封裝及裝運,且由可能收取零售利 潤之苓售商來出售。另外,PC或遊戲控制台必須經組態以 滿足將在未來某一時刻使用的計算上最密集之預期遊戲或 應用程式的峰值效能,即使較低效能遊戲或應用程式(或 遊戲或應用程式之區)亦可能在大多數時間玩。此外,若 PC或控制台出故障,則使其得到修理係一昂貴且耗時之過 程(不利地影響製造商、使用者及軟體開發商)。 因此,假定圖4a中所展示之系統將相當於本端計算資源 之體驗的體驗提供給使用者,以供使用者在家庭、辦公室 或學杈中體驗給定位準之計算能力,則經由圖4a中所展示 之架構提供彼計算能力要低廉得多。 消除對升級之需要 另外,使用者不必再擔憂將PC及/或控制台升級以玩新 遊戲或處理較高效能之新應用程式。主機代管服務21〇上 之任何遊戲或應用程式(不管彼等遊戲或應用程式需要何 類型之伺服器402)均可為使用者所用’且所有遊戲及應用 私式接近即刻地執行(亦即’快速地自RAID陣列405或伺服 器402上之本端儲存器載入)且適當地具有最新更新及缺陷 139848.doc -143 . 201001177 …亦即’軟體開發商將能夠選擇用於執行給定遊戲或 應用程式之飼服器術的理想伺服器组態,且接著將祠服 益402組態有最佳驅㈣,且接著隨著時間的推移,開發 商將能夠同時將更新、缺陷修復等提供給主機代管服務 210中之遊戲或應用程式之所有複本)。實際上,在使用者 開始使用主機代管服務21()之後,㈣者可能發現遊戲及 應用程式繼續提供較佳體驗(例如,經由更新及/或缺陷修 復)且可能為以下狀況:使用者一年後發現新遊戲或岸用 程式可用於利用計算技術(例如,較高效能之GPU)(其:一 年前甚至不存在)之服務210上,因此對於使用者而言,將 不可能購買將在—年後玩遊戲或執行應用程式的—年前之 技^因為玩遊戲或執行應m之計算資源對於使用者 可見(亦即’自使用者之觀點看,使用者僅係選擇 +近即刻地開始執行之遊戲或應用程式·更像使用者改變 電視上之頻道)’戶斤以使用者之硬體將在使用者甚至未竟 識到升級之情況下已被「升級」。 " 消除對於備份之需要 •十於商業、學校及家庭中之使用者的另一較大問題係備 份。若磁碟出故障,或若存在無意抹除,則儲存於本端pc 或視訊遊戲控制台中之資訊(例士。,在控制台之狀況下, 使用者之遊戲成果及等級)可能丢失。存在提供用於^之 :動^自動備份的許多可用的應用程式,i可將遊戲控制 =狀態上载至線上伺服器以供備份,但通常將本端備份複 、、儲存於女全且有組織的某處之另一本端磁碟(或 139848.doc -144- 201001177 其他非揮發性儲存器件),且由於經由典型低成本網際網 $、接可用之緩反上行速度而使得對於線上服務之備份常 常有限。在圖4a之主機代管服務21〇下,儲存於raid陣列 _中之資料可μ為熟習此項技術者所熟知之先前技術 RAm組態技術來組態’以使得當磁碟出故料,將不丟 失資料將通知容納出故障之磁碟之伺服器中心處的技 術員,且接著技㈣將替換該磁碟,該則接著將被自動 地更新以使得RAID陣列再—次容忍故障。另夕卜,因為所 有磁碟機彼此接近且其間具有經由SAN彻之快速本端網 路,所以在伺服器中心中將所有磁碟系統配置為定期地備 份至次級料n(其刊存㈣服$巾^處或者經易地重 新定位)並不困難。自主機代管服務21〇之使用者之觀點 看’其資料始終完全安全’且其從不必考慮備份。 對演示之存取 使用者、,二g希望在購貝遊戲或應用程式之前試用遊戲或 應用程式。如先前所㈣’存在藉以演示(「演示」之動 詞形式意謂試用演示版本,演示版本亦被稱為「演示」, 但作為一名詞)遊戲及應用程式之先前技術構件,但其中 之每一者遭受限制及/或不便利。使用主機代管服務21〇, 對於使用者而言,容易且便於試用演示。實際上,使用者 所進行的係經由使用者介面(諸如,下文所描述之使用者 介面)選擇演示且試用該演示。演示將幾乎即刻地載入適 合於該演示之伺服器402上,且其將完全類似任何其他遊 戲或應用程式而執行。無論演示需要非常高效能之伺服器 139848.doc -145- 201001177 術還是低效能之健器術,且無論使用者使用之家庭或 辦公室用戶端415係何類型,自使用者之觀點冑,演示均 將工作。遊戲演示或應用程式演示之軟體出版商將能夠綠 切地控制准許使用者試用何演示及試用多長時 ^ ’、演示可包料使用者提供獲得對所^之遊戲或應^ 程式之全版本的存取機會的使用者介面要素。 因為演示可能係低於成本價或免費提供,所以一些使用 者可能試圖使用重複的演示(尤其是重複地玩可能有趣的 遊戲演示)。主機代管服務210可使用各種技術來限制用於 給定使用者之演示使用。最直接的方法係建立用於每一使 用者之使用者ID且限制允許給定使用者⑴播放演示之次 數。然而,使用者可設置多個使用者m,尤其是其係自由 的If況下。用於解決此問題之一技術係限制允許給定用戶 端415播放演示之次數。若用戶端為獨立器件,則該器件 將具有—序號,且主機代管服務21〇可限制演示可由具有 彼序號之用户端存取之次數。若用戶端415正以或其他 器件上之軟體執行,則可由主機代管服務210來指派序號 且將該序號儲存於PC上並使用該序號來限制演示使用,但 假定PC可由使用者來重新程式化,且序號被抹除或改變, 則另遥項係主機代管服務2 1 0保持pc網路配接器媒體存 取控制(MAC)位址(及/或其他機器特定識別符’諸如硬碟 機序號等)之紀錄並將演示使用限制於該MAC位址。假定 可改’交網路配接器之MAC位址’然而,此並非極簡單的方 法。另—方法係限制演示可被播放至給定IP位址之次數。 139848.doc -146 - 201001177 儘管可由電纜數據機及DSL提供者來週期性地重新指派ιρ 位址’但其在實踐中不會非常頻繁地發生,且若可判定 (例如,藉由聯繫ISP)IP係處於用於住宅DSL或電纜數據機 存取之IP位址之區塊中,則通常可建立用於給定家庭的小 數目之演示使用。又,在家庭中在共用同一 Ip位址之NAT 路由器之後可能存在多個器件,但通常在住宅背景中,將 存在有限數目之该等器件。若IP位址係處於伺服商業之區 塊中,則可建立用於商業之較大數目之演示。但是,最 後,所有先前所述方法之組合係限制PC上之演示之數目的 最佺方式。儘官可能不存在使得所判定的且技術上熟練的 使用者可能在重複播放演示之數目中受到限制的極簡單之 方式’但建立大量障礙可建立足夠阻礙以使得大多數Pc使 用者不值得費神去濫用演示李蛴 甘+廿立 一 π〜丁示、、死,且相反,其在其意欲試 用新遊戲及應用程式時使用演示。 對學校、商業及其他機構之益處The time is idle, and the server can be reused by different users. For example, high-performance dual (four) and dual GPU 139848.doc -140· 201001177 and a large amount of RAM high-performance server 4〇2 can be used by businesses and schools on non-holiday 9 AM to 5 PM, but by playing cutting-edge video Game players are used at night, on weekends and on holidays. Similarly, low-performance applications can be utilized by commercial and learning boards during low-performance servers with Ceieron CPUs, GPU-free (or very low-end GPUs), and limited RAM during business hours and are inefficient. The low performance server 4〇2 is utilized during non-commercial hours. In addition, in the case of the colocation service configuration described herein, the lean source is effectively shared among thousands (if not millions) of users. In general, online services only have a small percentage of their total user base to use the service on a given day. If you consider the Nie;isen video game listed above, it is easy to understand why. If the active player plays the console game only 17 hours a week, and if the value of the game's ♦ value is assumed to be at night (5-12 AM, 7*5 days = 35 hours/week) and weekend (8 am_12 AM, During a typical non-working, non-commercial hour of 16*2=32 hours/week, there is 35+32 = 65 peak hours for a 17-hour game. It is difficult to estimate the exact peak user load on the system for a number of reasons: some users will play during the extra-peak time, there may be a cluster peak of the user during a specific daytime, and the peak time may be affected by the game being played. Types (for example, children's games will probably play at an earlier time in the evening) and other effects. But 'assuming that when the player is likely to play the game, the average number of hours played by the player is much less than the number of hours in the day, then only the hosted service = 21Gt number of users will use the colocation service at a given time. 21〇. For this analysis, 'the peak load m will be assumed so only 12.5% of the calculation, compression and bandwidth resources are used at 139848.doc 201001177 at a given time, resulting in only 1.5% hard due to resource reuse. Body cost to support a given level of performance for a given user. In addition, it is assumed that some games and applications require more than others to be able to dynamically allocate resources based on the game being played by the user or by the application executed by the user. Therefore, users who choose low-performance games or applications will be assigned low-performance (lower-cost) servers 4〇2, and users who choose high-performance games or applications will be assigned high-performance (more loyal) clothes. 402. In fact, a given game or application may have a lower performance and higher performance area of the game or application, and the user can switch from one server 402 to another during the game or application area. 402, to maintain the user's execution on the lowest cost server 402 that satisfies the needs of the game or application. Note that RA is much faster than a single disk. [d array 405 will be used even for low performance servers 4〇2, which has a faster disk transfer rate. Therefore, the average cost per server 4/2 across all games played or used is much less than the cost of most expensive servers 402 playing the highest performance game or application private, however, even low performance Server 402 will also derive disk performance benefits from RAID array 405. In addition, the server 402 in the colocation service 210 may only be non-compliant. - PC board with the same 4; face (different from the network interface), and just happens to be integrated into a single positive film with a fast network interface to s AN 403. The AID array 405 with a large τ% may be shared among those who are far smaller than the case where the disk is present, so the cost of the disk for each active user will be 'a disk drive'. All of this equipment will likely reside in a rack in an environment that is controlled by the environment 139848.d〇c • 142 - 201001177. If the server 402 fails, it can be easily repaired or replaced at the colocation service 21〇. In contrast, a PC or game console in a home or office must be sturdy, and must be able to survive a reasonable wear and tear to prevent a single appliance from being hit or dropped, requiring a housing with at least one drive, must It is spared from adverse environmental conditions (for example, being forced into a superheated Av cabinet with other appliances), requires a service guarantee, must be packaged and shipped, and is sold by a retailer who may receive retail profits. In addition, the PC or game console must be configured to meet the peak performance of the most computationally intensive expected game or application that will be used at some point in the future, even for lower performance games or applications (or games or applications). District) may also play most of the time. In addition, if a PC or console fails, it can be a costly and time consuming process (which adversely affects manufacturers, users, and software developers). Therefore, it is assumed that the system shown in FIG. 4a provides the user with an experience equivalent to the experience of the local computing resource for the user to experience the computing power of the location in the home, office or school, via FIG. 4a. The architecture shown in the middle provides a much lower computational power. Eliminate the need for upgrades In addition, users no longer have to worry about upgrading their PCs and/or consoles to play new games or handle new applications with higher performance. Any game or application on the Hosting Service 21 (regardless of the type of server 402 that the game or application requires) can be used by the user and all games and applications are executed in close proximity (ie 'Quickly loaded from the RAID array 405 or the local storage on the server 402) and suitably with the latest updates and defects 139848.doc -143 . 201001177 ...that is, the 'software developer will be able to choose to execute the given The ideal server configuration for the game or application's feeding machine, and then configure the optimal service (4), and then over time, the developer will be able to update, fix, etc. at the same time All copies of the game or application provided to the host hosting service 210). In fact, after the user starts using the colocation service 21(), the (4) person may find that the game and the application continue to provide a better experience (eg, via update and/or bug fix) and may be the following: user one Years later, it was discovered that new games or shore applications could be used on services 210 that utilized computing technology (eg, higher performance GPUs) (which: not even a year ago), so it would be impossible for users to purchase After years of playing games or executing applications - the skills of the year ^ because the game or the computing resources of the execution should be visible to the user (that is, from the user's point of view, the user only chooses + near immediately The game or application that starts to execute is more like the user changing the channel on the TV. The user's hardware will be "upgraded" even if the user does not even know the upgrade. " Eliminate the need for backup • Another major problem for users in business, schools, and homes is backup. If the disk fails, or if there is any inadvertent erasure, the information stored in the local PC or video game console (eg, in the case of the console, the user's game results and ratings) may be lost. There are many available applications that provide automatic backup for i. The game control=status can be uploaded to the online server for backup, but the local backup is usually restored and stored in a female and organized organization. Another local disk somewhere (or 139848.doc -144- 201001177 other non-volatile storage devices), and because of the slowdown upstream speed available via a typical low-cost Internet Backups are often limited. In the hosted service 21 of Figure 4a, the data stored in the raid array can be configured to be used by the prior art RAm configuration techniques well known to those skilled in the art. Not losing the data will notify the technician at the server center that contains the failed disk, and then the technology will replace the disk, which will then be automatically updated to cause the RAID array to tolerate the failure again. In addition, since all the drives are close to each other with a fast local network via the SAN, all the disk systems are configured to be periodically backed up to the secondary material n in the server center (the publication (4) It is not difficult to take a $ towel or relocate it easily. From the point of view of the hosted service user, the user's information is always completely secure and it never has to be considered for backup. Access to the demo User, you want to try the game or application before buying a game or application. As previously (4) 'existence of demonstrations (the "verb" form means the trial version, the demo version is also called "demo", but as a noun) the prior technical components of games and applications, but each of them Subject to restrictions and/or inconvenience. With the colocation service 21, it is easy and convenient for the user to try out the demo. In effect, the user performs the presentation and trials the presentation via a user interface, such as the user interface described below. The presentation will load almost instantly onto the server 402 suitable for the presentation, and it will execute exactly like any other game or application. Regardless of whether the demo requires a very efficient server 139848.doc -145- 201001177 is still a low-performance health tool, and regardless of the type of home or office client 415 used by the user, from the user's point of view, the presentation Will work. Software publishers of game demos or application demos will be able to control the user's trials and trials for a long time^', and the demoizable users will be able to provide the full version of the game or application. The user interface element of the access opportunity. Because the presentation may be below cost or free of charge, some users may try to use repeated presentations (especially repeating playable game demos that may be interesting). The colocation service 210 can use various techniques to limit the presentation usage for a given user. The most straightforward method is to establish a user ID for each user and limit the number of times the given user (1) can play the presentation. However, the user can set a plurality of users m, especially if they are free. One technique for addressing this problem is to limit the number of times a given client 415 can play a presentation. If the client is a standalone device, the device will have a - sequence number and the colocation service 21 can limit the number of times the presentation can be accessed by the client with the serial number. If the client 415 is executing on software on or on other devices, the host escrow service 210 can assign a serial number and store the serial number on the PC and use the serial number to limit the presentation usage, but assume that the PC can be reprogrammed by the user. And the serial number is erased or changed, then the remote host colocation service 2 1 0 maintains the pc network adapter media access control (MAC) address (and / or other machine specific identifier 'such as hard Record the number of the disc player, etc.) and limit the use of the demo to the MAC address. It is assumed that the MAC address of the network adapter can be changed. However, this is not an extremely simple method. Another method is to limit the number of times a presentation can be played to a given IP address. 139848.doc -146 - 201001177 Although the IP address can be reassigned periodically by cable modems and DSL providers, it does not occur very frequently in practice and can be determined (eg by contacting an ISP) The IP system is in a block of IP addresses for residential DSL or cable modem access, and typically a small number of presentations for a given home can be established. Also, there may be multiple devices in the home after a NAT router sharing the same IP address, but typically in a residential setting, there will be a limited number of such devices. If the IP address is in the servo commercial block, a larger number of presentations for the business can be established. However, in the end, all combinations of the previously described methods are the easiest way to limit the number of presentations on the PC. There may be no such thing as a very simple way for a determined and technically skilled user to be limited in the number of replayed presentations. 'But creating a large number of obstacles can create enough obstacles to make most Pc users not worth the fee. God went to abuse the demonstration Li Yigan + 廿立一π~丁,, and, on the contrary, used the demo when he wanted to try out new games and applications. Benefits to schools, businesses and other institutions

的PC在辦公室或學校環境中之成本 心環境中之成本。 PC通常僅在一週之小時 令’具有給定位準之效能 之成本遠高於在伺服器中The cost of a PC in an office or school environment. PCs usually only have a one-week hour to make the cost of positioning the performance much higher than in the server.

體之1T部門設置伺服器 丨如’大的大學)之狀況下,該等實 中、且維護經由LAN級連接而遠端 139848.doc • J47- 201001177 地存取之電腦可係實際的。存在用於經由LAN或經由辦公 室之間的私用高頻寬連接而遠端存取電腦的許多解決方 法。舉例而言’藉由Micr〇s〇fti wind〇wy$端機伺服器, 或者藉由虛擬網路計算應用程式(如來自RealVNC有限公司 之VNC)或者藉由來自gun Micr〇systems之精簡型用戶端構 件,使用者可獲得對PC或伺服器之遠端存取,在圖形回應 時間及使用者體驗中具有一系列品質。另外,該等自行管 理之祠服器中心通常專用於單一商業或學校,且因此不能 夠利用在全異應用程式(例如,娛樂及商業應用程式)在— 週之不同時間利用同一計算資源時所可能的使用之重疊。 因此,许多商業及學校缺乏獨立設置具有至每一使用者之 LAN,度之網路連接的舰器中心之規模、資源或專門技 能。貫際上,大百分比之學校及商業具有與家庭相同之網 際網路連接(例如,DSL、電纜數據機)。 然而’該等組織仍可能具有對於非常高效能之計算的需 要(或者定期地或者週期性地)。舉例而言,小建筚公司可 能僅具有小數目之建築師,當進行設計工作時,具有相對 適度之計算需要,但苴 ,、了此週期性地需要非常高效能之3D 吕t异(例如,當建# μ e ^ 、固 建用於用戶端之新建築設計的3D穿越 時)。圖4a中所展示之奉铋炻苴 之系、洗桎其適合於該等組織。該等组 織僅需要為提供至家庭之同—種類之網In the case of a 1T department setting server, such as a 'big university', such a computer that maintains access via a LAN level and remote access 139848.doc • J47-201001177 can be practical. There are many solutions for remote access to a computer via a LAN or via a private high frequency wide connection between offices. For example, 'by Micr〇s〇fti wind〇wy$ server, or by virtual network computing application (such as VNC from RealVNC Ltd.) or by streamlined users from gun Micr〇systems The end component allows the user to gain remote access to the PC or server, with a range of qualities in graphical response time and user experience. In addition, these self-managed server centers are typically dedicated to a single business or school and therefore cannot be utilized when disparate applications (eg, entertainment and business applications) utilize the same computing resources at different times of the week. The overlap of possible uses. As a result, many businesses and schools lack the scale, resources, or expertise to independently set up a network of aircraft connected to each user's LAN. In contrast, a large percentage of schools and businesses have the same Internet connections as homes (eg, DSL, cable modems). However, such organizations may still have the need for very high performance calculations (either periodically or periodically). For example, Xiaojianhao may have only a small number of architects, and when it comes to design work, it has a relatively modest computing need, but hey, this periodically requires very efficient 3D. When built # μ e ^, fixed for 3D traversal of the new architectural design of the user side). The decoration shown in Figure 4a, which is suitable for such tissue. These organizations only need to provide the same kind of network to the family.

肌、電,«據機)且通常非常低廉。其可(廉^ 作為用戶端化,或者完全沒㈣亦可 用低廉的PC 制信號邏輯413及低延技、目. 用僅貫施控 低延__縮⑴之低廉的專用器 139848.doc -148- 201001177 :。:等特徵對於可能具有PC之儉竊或對π内之專用組 牛之扣壞的問題的學校特別有吸引力。 此種配置解決了用於該等組織之許多 ^ 優點亦為進行通用計算之家庭使用者共用)。^夕=等 操作成本(其最終必須以芊 牛歹I而s , 太叮, 系種心式傳遞回至使用者以便具 有可订的商業)可能低得多,因為(a)計算 Φ a _ * π貝源係與在一週 有不同峰值使用時間的其他應用程式共用,㈨該等组 &可僅在需要時獲得(且招致成本)對高效能計算資源之存 = 組織不必提供用於備份或以其他方式維護高效 月b汁异負源之資源。 盜版之消除 另夕卜:遊戲、應用程式、互動式電影等可能不再如現今 ^不1·^° 戲係在^器中心處執行’所以使用 ^ :於基本程式碼之存取’因此不存在盜版。即使 複製原始碼,使用者亦不能夠在標準遊戲控制 口或豕庭電腦上執行該碼。此打開了標準視訊遊戲不可用 之世界各地(諸如’中國、沾古丨日 售亦係不可能的,)的市W重新銷 對於遊戲開發商而言,如同現今之狀況,存在較少市場 不連續性。與全新的一代技術迫使使用者及開發商升級且 遊戲開發商係取決於硬體平台之及時遞送的當前情形對 比,可隨著時間隨著遊戲要求改變而逐漸地更新主=总 服務210。 例 串流互動式視訊 139848.doc -149- 201001177 以上描述提供由以通用網際網路為基礎的低延時串流互 動式視讯(其隱含地亦包括連同視訊一起之音訊,如本文 中所使用)之新穎基本概念致能的多種應用。經由網際網 路而提供串流視訊之先前技術系統僅具有可藉由高延時互 動Λ施的所致能之應用。舉例而言,用於線性視訊之基本 回放控制(例如,暫停、回倒、快進)在高延時下適當地工 作,且有可能線上性視訊饋送當中進行選擇。此外,如先 月ίΐ所陳述,一些視訊遊戲之性質允許其以高延時來播放。 但疋,用於串流視訊之先前技術方法之高延時(或低壓縮 匕率)嚴重限制串流視訊的潛在應用或使其部署變窄至專 門化的 '.周路私境,且甚至在該等環境中,先前技術亦引入 網路上之實質負擔。本文中所描述之技術打開了在經由網 際網路之低延時串流互勒七^ 甲瓜互動式視訊下可能的多種應用的大 1尤’、疋 二由/肖費者級網際網路連接而致能之彼等應 用。 " 實際上」在與圖4c之用戶端恤一般小之用戶端器件 下’足以藉由有效的任意量之計瞀处 T #此力、任思量之快速館 存及強大伺服器之間的極快 路連接而提供增強的使用者 月豆I欢,其致能新的計算時代。 荖丰统之舛瞀另外,因為頻寬要求並不隨 者糸、、先之计异“增長而增長(亦即,因為頻寬 關於顯示解析度、品質及圖框 糸 F網路遠粮,i 疋羊),所以一旦寬頻帶網 際麟連接性係普料在⑽&, 無線涵蓋)、可靠的且且右¥ 、,工由刀布廣的低延時 』#的且具有足以滿足所有使 件422之需要的足夠高之頻寬, 之颂不器 ,幻問喊將係典型消費者及 139848.doc -150· 201001177 商業應用所必要的是厚重用戶端(諸如,執行__、Muscle, electricity, «machines" and usually very cheap. It can be (invalid ^ as user-end, or not at all (four) can also use low-cost PC signal logic 413 and low-latency, the purpose of the use of only low-cost __ contraction (1) low-cost dedicated device 139848.doc - 148-201001177 :.: Other features are particularly attractive for schools that may have plagiarism of PCs or problems with the defamation of dedicated groups within π. This configuration solves many of the advantages of using these organizations. Shared for home users for general purpose computing). ^ 夕 = equal operating costs (which ultimately must be y, y, too, and the heart is passed back to the user to have a quotable business) may be much lower because (a) calculate Φ a _ * π shell source is shared with other applications that have different peak usage times in a week. (9) These groups & can be obtained only when needed (and incur costs) for high-performance computing resources = organization does not have to provide for backup Or otherwise maintain resources for efficient monthly sources. The elimination of piracy is another thing: games, applications, interactive movies, etc. may no longer be as current. ^^^° The system is executed at the center of the device. So use ^: access to the basic code. There is piracy. Even if the source code is copied, the user cannot execute the code on the standard game console or the court computer. This has opened up the world where standard video games are not available (such as 'China, Zhanguyi is also impossible to sell, the city's W re-sales for game developers, as in today's situation, there are fewer markets. Continuity. With the new generation of technology forcing users and developers to upgrade and game developers depending on the current situation of timely delivery of the hardware platform, the main = total service 210 can be gradually updated as the game requirements change over time. Example Streaming Interactive Video 139848.doc -149- 201001177 The above description provides low-latency streaming interactive video based on the Universal Internet (which also implicitly includes audio along with video, as described in this article A variety of applications that enable the use of novel basic concepts. Prior art systems that provide streaming video over the Internet have only applications that can be enabled by high latency interactions. For example, basic playback controls (e.g., pause, rewind, fast forward) for linear video work properly at high latency, and it is possible to select among the online video feeds. In addition, as stated in the previous month, the nature of some video games allows them to be played at high latency. However, the high latency (or low compression rate) of prior art methods for streaming video severely limits the potential application of streaming video or narrows its deployment to a specialized '.周路私境, and even In such environments, prior art also introduces a substantial burden on the network. The technology described in this article opens up a large 1 ' 疋 疋 由 肖 肖 肖 肖 肖 在 在 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 经由 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖 肖And enable them to apply. "actually" is between the user device that is generally small compared to the user's shirt in Figure 4c's enough to use any amount of effective T # this force, the amount of fast library and the powerful server The extremely fast road connection provides an enhanced user of the moon, which enables a new era of computing. In addition, because of the bandwidth requirements, it does not follow the trend, and the first difference is "growth and grow (that is, because the bandwidth is about display resolution, quality, and frame, F network far food, i 疋 sheep), so once the broadband Internet lining connectivity is in (10) & wireless coverage, reliable and right-handed, it has a low latency and is sufficient for all the components. The 422 needs a sufficiently high bandwidth, and the spoofing will be typical consumers and 139848.doc -150· 201001177 Business applications are necessary for heavy clients (such as executing __,

LinUX、〇SX等之pc或行動電話)還是甚至精簡型用戶端(諸 如 ’ Adobe Flash或 Java)。 串流互動式視訊之出現導致關 等致關於计异架構之結構的假定 之重新考慮。此之一實例係 _ 圑1 3中所展不之主機代管服務 210伺服器中心實施例。用於 、逄铁衡G益及/或分群視訊 1550之視訊路徑係反饋迴路, 八T應用程式/遊戲伺服器 1521 1525之經多播之串流互動式視訊輸出經由路徑”52 而即時地或者經由路徑1551在可選擇之延遲之後經反饋回 至應用程式/遊戲伺服器1521 Ο25中。此致能藉由先前技 術伺服器或本端計算架構將係不可能或不可行的多種實際 應用⑼如,諸如圖16、圖17及圖20中所說明之彼等應 用)。但是,作為更一般之架構特徵,反饋迴路1550所提 供的為串流互動式視訊位準下之遞歸,因為可在應用程式 需要視訊時將視訊無限地循環。此致能之前從未可用的多 種應用可能性。 另一關鍵架構特徵在於··視訊流係單向卿流。此有效 地致月匕串流互動式視訊之任意程度的多播㈠目比之下,諸 如TCP/IP流之雙向流將隨著使用者之數目増加而在來自來 2信之網路上產生愈加更多的訊務停滯)。多播係飼服 Γ —内之重要%力’因為其允許系統對網際網路使用者 (且’、際上’世界之人口)之增長的需要作出回應以在一對 2甚至夕對夕基礎上通信。再次’本文中所論述的說明 饥互動式視訊遞歸與多播兩者之使用的實例(諸如,圖 339848.doc 201001177 16)僅―為具有可能性之非常大之冰山的尖端。 之中,…所說明之各種功能模組及相_ 含有用於執行該等步驟之固線式邏輯的特定硬 …’肖殊應用積體電路(「ASIC」))或由經 化之電腦組件與定製硬體組件之任何組合來執行。式 在一實施例中,可將却笙# a 將孩寻拉組貫施於諸如Tex儀 觸W⑽如,伽⑽咖、侧取的 寻)之可程式化數位信號處理器(「Dsp」)上。可使用各種 不同的DSP ’同時仍遵守此等基本原理。 貝知例可包括如上文所闡述之各種步驟。該等步驟可^ 現於引起通用或專用處理器執行特定步驟之機器可執行^ 令中。已將與此等基本原理無關之各種元件(諸如,電腦LinUX, 〇SX, etc. pc or mobile phone) is even a thin client (such as 'Adobe Flash or Java'). The emergence of streaming interactive video has led to a reconsideration of assumptions about the structure of the scoring architecture. One of the examples is a colocation service that is not shown in _ 圑 1 3 210 server center embodiment. The video path for the feedback channel of the Tieyi Hengyi G/ and/or the group video 1550, the multicast streaming video output of the eight-T application/game server 1521 1525 via the path "52" or via the path The 1551 is fed back to the application/game server 1521 Ο 25 after the optional delay. This enables a variety of practical applications (9) such as, for example, by prior art servers or local computing architectures that are not possible or feasible. 16. The applications described in Figures 17 and 20). However, as a more general architectural feature, feedback loop 1550 provides recursion for streaming interactive video levels because video is required in the application. The video loops infinitely. This enables a variety of application possibilities that have never been available before. Another key architectural feature is that the video stream is unidirectionally streamed. This effectively results in any degree of interactive video streaming. Multicast (1), the bidirectional flow such as TCP/IP flow will increase more and more traffic stagnation on the network of incoming 2 letters as the number of users increases. Broadcasting Γ Γ Γ 重要 重要 重要 因为 因为 因为 因为 因为 because it allows the system to respond to the growing needs of Internet users (and 'the world's population of the world') Communication. Again, an example of the use of both hunger-interactive video recursion and multicast (such as Figure 339848.doc 201001177 16) discussed in this article is only "the tip of a very large iceberg with possibilities." , the various functional modules and phases described by _ contain specific hard-wired logic for performing these steps... 'Xiaoshu Application Integrated Circuit ("ASIC")) or by computerized components Any combination of hardware components is implemented. In one embodiment, a child can be applied to a programmable digital signal processor ("Dsp") such as a Tex device, such as a Tex device, such as a gamma (10) coffee or a side-by-side search. on. A variety of different DSPs can be used while still following these basic principles. The examples can include various steps as set forth above. These steps can be implemented in a machine executable that causes a general purpose or special purpose processor to perform certain steps. Various components (such as computers) that have nothing to do with these basic principles

記憶體、硬碟機、輪入器件)自圖中省去以避免混清相關 態樣。 P 所揭π之標的物之要素亦可作為用於儲存機器可執行指 令之機器可讀媒體來提供。機器可讀媒體可包括(但不限 於)快閃記憶體、光碟、CD_R〇M、dvd r〇m、ram、 EPROM、EEPROM、磁卡或光卡、傳播媒體或適合於儲存 電子指令之其他類型之機器可讀媒體。舉例而言,本發明 可作為電腦程式來下载’該電腦程式可經由通信鍵路(例 如,數據機或網路連接)藉助於體現於載波或其他傳播媒 胃t t t料信號而自遠端電腦(例如’飼服器)傳送至請求 電腦(例如,用戶端)。 亦應理解’所揭不之標的物之要素亦可作為電腦程式產 ]39848.doc -152- 201001177 品來提供,該電腦程式產品 装u* 枯在上面儲存有指今之嫵 益可頃媒體,該等指令可用於 知7之機 ., ^ x 電月1^ (例如,處理芎 或其他電子器件)以執行— 处^ 藉由硬體與軟體之組合來㈣知作可 木執仃。機益可讀媒體可包 不限於)軟性磁碟、光碟、CD_R〇M,及 — RAM、EPR〇M、EEPRQM、磁卡 〃 〇M、 ^ 卡或先卡、傳播媒體或適合 於儲存電子指令之其他類型 一 媒體/機益可讀媒體。舉例 而吕’所揭示之標的物之要寺 .^ ^ 要素可作為電腦程式產品來下 載,其中程式可經由通信鏈路(例 _ u J戈數據機或網路連接) 精助於體現於載波或其他傳播媒 之貝枓仏娩而自遠端 電細或電子器件傳送至請求過程。 成另外’儘管已結合特定實施例描述所揭示之標的物,但 小多修改及變更將適當地處於本揭示案之料内。因此, 說明書及圖式應視為說明性的而非限制性的意義。 【圖式簡單說明】 圖1說明先前技術視訊遊戲系統之架構。 圖2a至圖2b說明根據一實施例之高階系統架構。 圖3說明用於用戶端與伺服器之間的通信的實際的、額 定的及所需的資料速率。 圖4 a說明根據一實施例而使用的主機代管服務及用戶 端。 圖4 b說明與用戶端與主機代管服務之間的通信相關聯的 例示性延時。 圖4 c #兒明根據一貫施例之用戶端哭件。 139848.doc -153 - 201001177 圖4 d說明根據另一實施例之用戶端器件。 圖4e說明圖4c中之用戶端器件的實例方塊圖。 圖4f說明圖4d中之用戶端器件的實例方塊圖。 圖5說明可根據一實施例而使用的視訊壓縮之_實例形 式。 、/ 圖6a說明可在另一實施例中使用的視訊壓縮之—實例形 式。 圖6b說明與傳輸低複雜度、低動作視訊序列相關聯的資 料速率中之學值。 圖6c說明與傳輸高複雜度、高動作視訊序列相關聯的資 料速率中之峰值。 圖7a至圖7b說明在一實施例中使用之實例視訊壓縮技 術。 圖8說明在一實施例中使用之額外實例視訊壓縮技術。 圖9 a至圖9 c s兑明在一貫施例中使用以用於緩解資料速率 峰值的實例技術。 圖1 〇a至圖1 Ob說明將影像影像塊有效地封裝於封包内的 一貫施例。 圖11 a至圖11 d說明使用前向錯誤校正技術之實施例。 圖12說明使用多核心處理單元來進行壓縮之一實施例。 圖1 3 a至圖1 3 b說明根據各種實施例之主機代管服務之間 的地理定位及通信。 圖14說明與用戶端與主機代管服務之間的通信相關聯的 例示性延時。 139848.doc -154 · 201001177 圖15說明實例主機代管服務伺服器中心架構。 圖16說明包括複數個現場直播之視訊窗的使用者介面之 一實施例的實例螢幕拍攝。 圖17說明在選擇特定視訊窗之後的圖丨6之使用者介面。 圖18說明在將特定視訊窗放大至全螢幕大小之後的圖! 7 之使用者介面。 圖19說明上覆於多人遊戲之螢幕上的實例合作使用者視 訊資料。 圖20說明用於主機代管服務上的一遊戲玩家之實例使用 者頁面。 圖21說明實例3D互動式廣告。 圖22說明用於自現場直播之表演的表面俘獲產生具有紋 理表面之照片般逼真的影像的實例步驟序列。 圖23說明允許選擇線性媒體内容之實例使用者介面頁 面。 圖24為說明在現場直播網頁之前消逝的時間量與連捿速 度之曲線圖。 【主要元件符號說明】 100 101 102 103 104 105Memory, hard drive, and wheeled devices are omitted from the figure to avoid mixing the relevant aspects. Elements of the subject matter disclosed by P may also be provided as a machine readable medium for storing machine executable instructions. A machine-readable medium can include, but is not limited to, a flash memory, a compact disc, a CD_R〇M, a dvd r〇m, a ram, an EPROM, an EEPROM, a magnetic or optical card, a broadcast medium, or other type suitable for storing electronic instructions. Machine readable medium. For example, the present invention can be downloaded as a computer program. The computer program can be transmitted from a remote computer via a communication key (eg, a data machine or a network connection) by means of a signal embodied on a carrier wave or other transmission medium. For example, the 'feeder' is transferred to the requesting computer (for example, the client). It should also be understood that the elements of the subject matter that can not be revealed can also be provided as a computer program. 39948.doc -152- 201001177 The product is installed. The computer program product is loaded with u*. These instructions can be used to know the machine. ^ ^ ^ ^ 1 ^ (for example, processing 芎 or other electronic devices) to perform - at ^ by the combination of hardware and software (4) known as wood. The machine readable medium can be limited to soft disk, CD, CD_R〇M, and — RAM, EPR〇M, EEPRQM, magnetic card 〇M, ^ card or card, media or suitable for storing electronic instructions. Other types of media/machine readable media. For example, the object of the subject matter disclosed by Lu's ^^ element can be downloaded as a computer program product, where the program can be embodied in the carrier via a communication link (eg _ u J Go data machine or network connection) Or other transmission media is delivered from the remote device or electronic device to the request process. It is to be understood that the subject matter of the present invention is to be construed as a Accordingly, the specification and drawings are to be regarded as illustrative rather BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 illustrates the architecture of a prior art video game system. 2a-2b illustrate a high order system architecture in accordance with an embodiment. Figure 3 illustrates the actual, rated, and required data rate for communication between the client and the server. Figure 4a illustrates a colocation service and a client used in accordance with an embodiment. Figure 4b illustrates an exemplary delay associated with communication between the client and the colocation service. Figure 4 c #儿明 According to the consistent application of the user-side crying. 139848.doc - 153 - 201001177 Figure 4d illustrates a client device in accordance with another embodiment. Figure 4e illustrates an example block diagram of the client device of Figure 4c. Figure 4f illustrates an example block diagram of the client device of Figure 4d. Figure 5 illustrates an example of video compression that may be used in accordance with an embodiment. Figure 6a illustrates an example of video compression that can be used in another embodiment. Figure 6b illustrates the learned values in the data rate associated with transmitting low complexity, low motion video sequences. Figure 6c illustrates the peak in the data rate associated with transmitting a high complexity, high motion video sequence. Figures 7a through 7b illustrate an example video compression technique used in an embodiment. Figure 8 illustrates an additional example video compression technique used in an embodiment. Figures 9a through 9c illustrate example techniques used in consistent applications to mitigate data rate spikes. Figure 1 〇a to Figure 1 Ob illustrates a consistent example of effectively encapsulating an image block in a package. Figures 11a through 11d illustrate an embodiment using a forward error correction technique. Figure 12 illustrates an embodiment of compression using a multi-core processing unit. Figures 1 3a through 1 3b illustrate geolocation and communication between colocation services in accordance with various embodiments. Figure 14 illustrates an exemplary delay associated with communication between the client and the colocation service. 139848.doc -154 · 201001177 Figure 15 illustrates an example host hosting service server central architecture. Figure 16 illustrates an example screen shot of an embodiment of a user interface including a plurality of live video windows. Figure 17 illustrates the user interface of Figure 6 after selecting a particular video window. Figure 18 illustrates the image after zooming in on a particular screen size to full screen size! User interface of 7. Figure 19 illustrates example collaborative user video material overlaid on a multiplayer game screen. Figure 20 illustrates an example user page for a game player on a colocation service. Figure 21 illustrates an example 3D interactive advertisement. Figure 22 illustrates an example sequence of steps for surface capture from a live broadcast performance to produce a photorealistic image with a textured surface. Figure 23 illustrates an example user interface page that allows selection of linear media content. Fig. 24 is a graph showing the amount of time elapsed and the speed of flail before the live web page is live. [Main component symbol description] 100 101 102 103 104 105

CPU/GPU 隨機存取記憶體(RAM) 顯示器件(SDTV/HDTV或電腦監視器) 硬碟機 光學媒體驅動器/光學媒體/光碟機 網路連接 139848.doc •155- 201001177 106 205 206 210 211 220 221 222 301 302 303 401 402 403 404 405 406 406a 406b 409 410 412 413 遊戲控制器 用戶端器件/用戶端/用戶端平台 網際網路 主機代管服務/主機代管系統 使用者場所 遊戲或應用程式軟體開發商 輸入器件 顯示器件/監視器或電視機 標稱最大資料速率 可用最大資料速率 所需的資料速率 主機代管服務控制系統/主機代管服務控制 伺服器 伺服器 儲存區域網路(SAN) 視訊壓縮邏輯/視訊壓縮器 獨立冗餘磁碟陣列(RAID) 控制信號 控制信號 控制信號 路由邏輯 網際網路 低延時視訊解壓縮邏輯 控制信號邏輯 139848.doc -156- 201001177 415 用戶端/用戶端器件/用戶端電腦 420 顯示器件 421 輸入器件 422 顯示器件/顯示器 440 網際網路繞過服務 441 存在點 442 WAN介面 443 防火牆/路由器/NAT(網路位址轉譯)器件 444 WAN介面 451 用於發送控制信號之單向傳輸時間 452 經由使用者場所之來回行程路由/使用者場 所路由 453 箭頭/來回行程延遲/使用者ISP 454 通用網際網路延時 455 單向路由 456 最大單向延時 457 箭頭/壓縮 458 視訊解壓縮 462 乙太網路插孔/網際網路連接 463 HDMI(高清晰度多媒體介面)、連接器 464 顯示能力 465 用戶端器件/用戶端 466 遮光眼鏡 468 顯示器件/SDTV(標準清晰度電視)或HDTV 139848.doc -157- 201001177 469 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 (高清晰度電視)/監視器 輸入器件 用戶端器件 快閃記憶體 視訊相機 顯示器件 藍芽輸入器件/有線USB輸入器件 匯流排 乙太網路介面 WiFi子系統 控制CPU/控制處理器 藍芽介面 USB子系統 視訊解壓縮器 視訊輸出子系統 音訊解壓縮子系統 音訊輸出子系統 HDMI介面CPU/GPU random access memory (RAM) display device (SDTV/HDTV or computer monitor) hard disk drive optical media drive / optical media / CD player network connection 139848.doc • 155- 201001177 106 205 206 210 211 220 221 222 301 302 303 401 402 403 404 405 406 406a 406b 409 410 412 413 Game Controller Client Device / Client / Client Platform Internet Host Hosting Service / Hosting System User Location Game or Application Software Developer Input Device Display Device/Monitor or TV Nominal Maximum Data Rate Data Rate Required for Maximum Data Rate Hosting Service Control System/Hosting Service Control Server Server Storage Area Network (SAN) Video Compressed Logic/Video Compressor Independent Redundant Array (RAID) Control Signal Control Signal Control Signal Routing Logic Internet Low Latency Video Decompression Logic Control Signal Logic 139848.doc -156- 201001177 415 Client/Client Device/ Client computer 420 display device 421 input device 422 display device / display 440 internet winding Service 441 Presence 442 WAN Interface 443 Firewall/Router/NAT (Network Address Translation) Device 444 WAN Interface 451 One-way transmission time for transmitting control signals 452 Round-trip routing via user premises/user location routing 453 Arrow/round trip delay/user ISP 454 universal internet delay 455 one-way routing 456 maximum one-way delay 457 arrow/compression 458 video decompression 462 Ethernet jack/internet connection 463 HDMI (high definition Multimedia interface), connector 464 display capability 465 client device/user terminal 466 opaque glasses 468 display device / SDTV (standard definition television) or HDTV 139848.doc -157- 201001177 469 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 (high definition TV) / monitor input device client device flash memory video camera display device Bluetooth input device / wired USB input device bus bar Ethernet interface WiFi subsystem control CPU / Control Processor Bluetooth Interface USB Subsystem Video Decompressor Video Output Subsystem Audio Decompression Audio output subsystem interface system HDMI

491 DVI-I 492 S-視訊 493 複合視訊 494 數位介面 495 立體類比介面 497 乙太網路 139848.doc -158- 201001177 499 電力 501 未經壓縮之視訊圖框 502 未經壓縮之視訊圖框 503 未經壓縮之視訊圖框 511 經歷縮之圖框 512 經壓縮之圖框 513 經塵縮之圖框 520 壓縮邏輯 559-561 未經壓縮之視訊圖框 611 I圖框 612-613 P圖框 620 壓縮邏輯 621 額定最大資料速率 622 可用最大資料速率/可用資料速率 623 I圖框所需之峰值資料速率/峰值資料速率 624 視訊流資料速率/視訊流資料速率序列 633 I圖框峰值 634 視訊流資料速率序列/視訊流資料速率 635 P圖框峰值 636 P圖框峰值 670 B圖框 671 I圖框 701-760 未經壓縮之圖框 711-770 R圖框 139848.doc -159- 201001177 721-770 未經壓縮之圖框 731-780 R圖框 805 移動人物 811 R圖框 812 R圖框 922 可用最大資料速率 934 視訊流育料速率 941 峰值資料速率/峰值最大資料速率 942 2倍峰值資料速率 943 3倍峰值資料速率 944 4倍岭值資料速率 952 圖框2倍峰值 953 平坦化的2倍峰值 954 圖框4倍蜂值 955 平坦化的4倍峰值 961 未經壓縮之圖框1 962 未經壓縮之圖框2 963 未經壓縮之圖框3 964 未經壓縮之圖框4 965 未經壓縮之圖框5 966 未經壓縮之圖框6 967 未經壓縮之圖框7 968 未經壓縮之圖框8 969 未經壓縮之圖框9 139848.doc * 160 - 201001177491 DVI-I 492 S-Video 493 Composite Video 494 Digital Interface 495 Stereo Analog Interface 497 Ethernet 139848.doc -158- 201001177 499 Power 501 Uncompressed Video Frame 502 Uncompressed Video Frame 503 The compressed video frame 511 undergoes a reduced frame 512. The compressed frame 513 is subjected to a dust reduction frame 520. Compression logic 559-561 uncompressed video frame 611 I frame 612-613 P frame 620 compression Logic 621 Rated Maximum Data Rate 622 Available Maximum Data Rate / Available Data Rate 623 I Required Peak Data Rate / Peak Data Rate 624 Video Stream Data Rate / Video Stream Data Rate Sequence 633 I Frame Peak 634 Video Stream Data Rate Sequence/video stream data rate 635 P frame peak 636 P frame peak 670 B frame 671 I frame 701-760 uncompressed frame 711-770 R frame 139848.doc -159- 201001177 721-770 not Compressed frame 731-780 R frame 805 moving character 811 R frame 812 R frame 922 available maximum data rate 934 video stream brood rate 941 peak data rate / peak maximum Material rate 942 2 times peak data rate 943 3 times peak data rate 944 4 times ridge data rate 952 frame 2 times peak 953 flattened 2 times peak 954 frame 4 times bee value 955 flattened 4 times peak 961 Compressed frame 1 962 Uncompressed frame 2 963 Uncompressed frame 3 964 Uncompressed frame 4 965 Uncompressed frame 5 966 Uncompressed frame 6 967 Uncompressed Box 7 968 Uncompressed frame 8 969 Uncompressed frame 9 139848.doc * 160 - 201001177

970 未經壓縮之圖框10 981 經壓縮之圖框1 982 經壓縮之圖框2 983 經壓縮之圖框3 985 經壓縮之圖框5 986 經壓縮之圖框6 987 經壓縮之圖框10 991 傳輸時間(xmit時間) 992 傳輸時間 993 傳輸時間(2倍峰值) 995 傳輸時間 996 傳輸時間(4倍峰值) 997 傳輸時間 1001-1005 封包 1010 影像塊包裝封裝邏輯 1100 I影像塊 1101 前向錯誤校正碼(FEC) 1103 I影像塊 1104 前向錯誤校正碼(FEC) 1105 前向錯誤校正碼(FEC) 1110 音訊封包 1111 FEC碼 1112 音訊封包 1113 FEC碼 139848.doc • 161 - 201001177 1120 1121 1122 1123 1200 1201- 1205 1300 1301 1501 1502 1511 1512 1515 1521- 1529 1530 1539 1540 1550 1551 1552 1599 139848.doc 使用者輸入命令 F E C碼 使用者輸入命令 F E C碼 多核及/或多處理器 1208 核心 4 X 2配置/未經壓縮之圖框 伺服器中心/主機代管服務 網路 入埠網際網路訊務 入埠路由/入埠路由網路 RAID陣列 RAID陣列 RAID陣列/延遲緩衝器 15 25 應用程式/遊戲伺服器 未經壓縮之視訊/音訊 共用視訊壓縮/共用集區/共用硬體壓縮/共 用硬體壓縮器/共用視訊壓縮硬體 經壓縮視訊/音訊輸出 出埠路由/出埠路由網路 延遲緩衝器及/或分群視訊/反饋瘦路 路徑 路徑 出埠網際網路訊務 -162- 201001177 1600 1601 1602 1700 1800 1801 1900 2000 2001 2002 2003 2004 2005 2400 2401 2402 2403 HS1- 「縮略圖」視訊窗 黃色選擇框 遊戲資訊 視訊窗 箭頭 上覆 視訊及音訊 使用者本身之視訊 現場直播之視訊 搭檔 視訊片段/自賞剪輯/3D DVR自賞剪輯 數字 圖示 線 1.5 Mbps連接速度 1 2 Mbps連接速度 96 Mbps連接速度 HS6 主機代管服務伺服器中心 139848.doc -163 -970 uncompressed frame 10 981 compressed frame 1 982 compressed frame 2 983 compressed frame 3 985 compressed frame 5 986 compressed frame 6 987 compressed frame 10 991 Transmission time (xmit time) 992 Transmission time 993 Transmission time (2 times peak value) 995 Transmission time 996 Transmission time (4 times peak value) 997 Transmission time 1001-1005 Packet 1010 Image block package package logic 1100 I image block 1101 Forward error Correction Code (FEC) 1103 I Image Block 1104 Forward Error Correction Code (FEC) 1105 Forward Error Correction Code (FEC) 1110 Audio Packet 1111 FEC Code 1112 Audio Packet 1113 FEC Code 139848.doc • 161 - 201001177 1120 1121 1122 1123 1200 1201- 1205 1300 1301 1501 1502 1511 1512 1515 1521- 1529 1530 1539 1540 1550 1551 1552 1599 139848.doc User input command FEC code User input command FEC code multi-core and / or multi-processor 1208 Core 4 X 2 configuration / Uncompressed Frame Server Center/Host Hosting Service Network Incoming Internet Traffic Incoming Routing/Incoming Routing Network RAID Array RAID Array Column RAID Array / Delay Buffer 15 25 Application / Game Server Uncompressed Video / Audio Shared Video Compression / Shared Pool / Shared Hardware Compression / Shared Hardware Compressor / Shared Video Compression Hardware Compressed Video / Audio output routing/outbound routing network delay buffer and/or group video/feedback thin path path out internet communication-162- 201001177 1600 1601 1602 1700 1800 1801 1900 2000 2001 2002 2003 2004 2005 2400 2401 2402 2403 HS1-"Thumbnail" video window yellow selection box game information video window arrow overlay video and audio user's own video live broadcast video partner video clip / self-reward clip / 3D DVR self-review clip digital graphic line 1.5 Mbps connection speed 1 2 Mbps connection speed 96 Mbps connection speed HS6 colocation service server center 139848.doc -163 -

Claims (1)

201001177 七、申請專利範圍·· 1. 一種裝置,其包含: 後双Ί固 ,、巧褐接至視訊壓縮裝置之 出,該視訊壓縮裝置傳輪 輪 吁掏串流互動視訊至複數個使用 者;及 反饋屯路,供該串流互動視訊藉以在該複數個伺服 器之該視訊輪出中遞迴地結合。201001177 VII. Application for Patent Range·· 1. A device comprising: a rear double tamping, and a camouflage to the video compression device, the video compression device transmits a cross-talk interactive video to a plurality of users And a feedback loop for the streaming interactive video to be recursively combined in the video round of the plurality of servers. 139848.doc139848.doc
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TW098122810A TW200942305A (en) 2007-12-05 2008-12-04 Apparatus for streaming databases serving real-time applications used through streaming interactive video
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