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TW200942305A - Apparatus for streaming databases serving real-time applications used through streaming interactive video - Google Patents

Apparatus for streaming databases serving real-time applications used through streaming interactive video Download PDF

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Publication number
TW200942305A
TW200942305A TW098122810A TW98122810A TW200942305A TW 200942305 A TW200942305 A TW 200942305A TW 098122810 A TW098122810 A TW 098122810A TW 98122810 A TW98122810 A TW 98122810A TW 200942305 A TW200942305 A TW 200942305A
Authority
TW
Taiwan
Prior art keywords
video
game
frame
user
server
Prior art date
Application number
TW098122810A
Other languages
Chinese (zh)
Inventor
Stephen G Perlman
Der Laan Roger Van
Original Assignee
Onlive Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Onlive Inc filed Critical Onlive Inc
Publication of TW200942305A publication Critical patent/TW200942305A/en

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Classifications

    • 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
    • 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
    • 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

200942305 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日申請之名為「用於無線視訊 遊戲之裝置及方法(Apparatus and Method for Wireless Video Gaming)」的第10/315,460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 139840.doc 200942305 合於一共用公共揚聲器之櫥櫃中,變成家庭之「媒體中 心」。儘管對於消費者而言媒體選擇有限,但媒體「生態 系統」非常穩定。大多數消費者知道如何使用「媒體播放 機」且能夠享受其能力之全部範圍。同時,媒體之出版商 (大多為電影及電視工作室,及音樂公司)能夠將其媒體分 配給電影院與家庭兩者,而不遭受廣泛的盜版或「二次銷 售」(亦即,已使用媒體的重新銷售)。通常,出版商不會 參 自二次鐵售得到收人,且因此,二切售減少了出版商對 於新的销售原本可自已使用媒體的構買者得到的收入。儘 官的確存在於20世紀中期期間出售的已使用之唱片,作該 寺銷售不會對唱片出版商有大影響,因為不同於電影或視 訊節目(其通常被成年人觀看一次或僅數次),音樂曲目可 T收聽數百次或甚至數千次。因此,音樂媒體遠比電影/ 體「經久」(亦即,對於成年消費者而言,其具有 =1。一旦購買了唱[若消費者喜歡該音樂,則 /为費者可此將其保持長時間。 自20世紀中期至當今 某體生嘘系統對於消費者與出版 ===失而言皆已經歷了一系列根本改變。在音訊 的h 、疋具有㈤立體聲之盒式磁帶)之廣泛引入 在較高程度之輸便利。但其_ 泛的消費者媒體實踐-盜版之開始。的確,許多 /为費者純粹出於便利钯目 D. . , 〇 ^ 見而使用盒式磁帶來錄製其自身的 :…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 ”備存取彼此 版復I。又,消費者將錄製 139840.doc 200942305 經由無線電播放之音举, η去# 9樂而非自出版料買唱片或磁帶。 蝻費者VCR之出現導致更 夕07自賈者便利,因為現在 VCR可設定為記錄Tvg$ 為見在 其可在稍後時間觀看,且VCR ㈣業之建立,其中電影以及-節目設計可 女,’」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,其 中之❹者綁定至特定形式之媒體或特定出版商。赦衷的 媒體消費者可能將—堆器件連接至房屋各房間中的而 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」或「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® 或其他非Windows電腦、與windows相容之器件、Unix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a、電纜TV機頂盒等。此外,對於熱衷的消費者, 可此由於相容性問題而存在多個類似功能之器件。舉例而 言’消費者可能擁有HD-DVD與藍光(BlU-ray)DVD播放機 兩者,或Microsoft Xbox® 與 Sony Playstation®視訊遊戲系 統兩者。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 360⑧)兩者。經常地,消費者對於使用哪個視訊 139840.doc 200942305 輸入端及哪個遠端感到迷惑。甚至在將光碟置放於正碴播 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81丨1^13〇乂1^娛樂播放 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纜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 139840.doc 200942305 貝處理及/或本端儲存之需要而使得該等器件經常花費數 百^來製造。另夕卜’此等現代消費者電子器件通常消耗 量電力甚至虽閒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t,若消費者忘記將一器 件切斷或將其切換至不同視訊輸人端,_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《器件適當地工 作時’其通常提供更-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dvd互動式 「額外計費項目」串流,如視訊之「製作」、遊 評論。此係由於以下事實:互動式材料經常係以意欲詩 在本端處理互動性之特定器件的特定格式而製作。舉例而 言,DVD、HD-DVD及藍光光碟中之每一者具有其自身的 特定互動才各式。㈣家庭媒體器件或本端電腦(其可能經 開發以支援所有風行格式)將需要一定程度的尖端性 (sophistication)及靈活性,其將可能對於消費者操作而令 過於昂貴及複雜。 ° 使該問題加重,若稍後在將來引入新格式,則本端器件 可能不具有支援新格式之硬體能力,此將意謂消費者:必 須講買升級的本端媒體器件。舉例而言,若在稿後之曰期 引入較高解析度之視訊或立體視訊(例如,每— ’ 更眠一視 139840.doc 200942305 訊流),則本端器件可能不具有解碼該視訊之計算能力, 或其可能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遞送至每一隻眼,若消 \ 費者之視訊硬體僅可支援6〇 fps視訊,則此選項在缺乏升 k 級的硬體購買之情況下將不可用)。 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。 參 現代視訊遊戲應用基本上劃分成四個主要非可攜式硬體 平台:Sony PlayStation® 1、2及 3(PS1、PS2,及 PS3);200942305 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 the 10th, 315, 460 part of the continuation (CIP) application filed on December 10, 2002, entitled "Apparatus and Method for Wireless Video Gaming". The assignee of the CIP application has been granted. [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. These three "media players" (recorders, radios and TVs) group 139840.doc 200942305 are often combined in a common public speaker cabinet to become the "media center" of the family. Although media choices are limited for consumers, the media “ecosystem” is very stable. Most consumers know how to use the Media Player and enjoy the full range of capabilities. At the same time, publishers of the media (mostly film and television studios, and music companies) are able to distribute their media to both cinemas and families without extensive piracy or "secondary sales" (ie, used media) Resale). Often, publishers do not participate in the second sale of iron and steel, and as a result, the second sale reduces publishers' revenue for new purchases of buyers who would otherwise be able to use the media themselves. It is true that there are already used records sold during the mid-20th century, and the sale of the temple will not have a big impact on the record publishers, because it is different from movies or video programs (which are usually watched once or only several times by adults). Music tracks can be listened to hundreds or even thousands of times. Therefore, music media is much more advanced than movies/body (that is, for adult consumers, it has = 1. Once purchased, if the consumer likes the music, then / for the fee can keep it For a long time. From the middle of the 20th century to today, some body 嘘 system has experienced a series of fundamental changes for consumers and publishing === Loss. In the audio h, 疋 has (5) stereo cassette tape) Introduce a higher degree of convenience. But its _ pan-consumer media practice - the beginning of piracy. Indeed, many/payers use tape cartridges to record their own purely for the convenience of palladium D..... Increased consumers (for example, students in the dorm who are ready to access each other’s album collection) Will enter the "ready access to each other version I. In addition, consumers will record 139840.doc 200942305 by radio playback, η go #9 music instead of self-published materials to buy records or tapes. This will lead to the convenience of the singer 07, because now the VCR can be set to record Tvg$ for seeing it can be watched at a later time, and the establishment of the VCR (four) industry, where the film and the program design can be female, '" access. 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's consumers are faced with multimedia choices and multimedia devices, the best of which are tied to specific forms of media or to specific publishers. A keen media consumer may connect a stack of devices to a computer in a room to create 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" or "PC" refers to any type of computer suitable for use in a home or office), including desktop computers, Macintosh® or other non-Windows computers, and Windows compatible devices, Unix variant laptops, etc.). Such devices may include video game consoles, VCRs, DVD players, audio surround sound processors/amplifiers, satellite set a, cable TV set top boxes, and the like. In addition, for enthusiastic consumers, there are multiple devices with similar functions due to compatibility issues. For example, consumers may own both HD-DVD and Blu-ray (DVD) DVD players, or both Microsoft Xbox® and Sony Playstation® video game systems. 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 the 'Xbox 3608'). Frequently, consumers are confused about which video 139840.doc 200942305 input and which remote end to use. Even after placing the disc in a regular player (eg DVD, HD-DVD, Blu-ray, Xbox or Playstation), selecting the video and audio inputs for the device and finding the correct remote control, the consumer still Faced with technical challenges. 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 the 81丨1^13〇乂1^ entertainment player 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 cable TV-like services via 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 costly manufactured in large quantities due to the need for processing and/or local storage of the 139840.doc 200942305. In addition, these modern consumer electronic devices typically consume a large amount of power even when idle, which means that it is expensive and wastes energy over time. For example, if the 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 are a complete solution', it must be integrated with other devices in the family. This still leaves the mouse with a mouse line and many remote controls. In addition, when many of the newer Internet-based devices work properly, they typically provide a more general form of media (compared to the form that might otherwise be available). For example, devices that stream video over the Internet often only stream video material, and often do not accompany dvd interactive "extra billing" streams, such as video "production" and travel comments. This is due to the fact that interactive materials are often produced in the specific format of a particular device that is intended to handle interactivity at the local end. For example, each of DVD, HD-DVD, and Blu-ray Disc has its own specific interactions. (iv) Home media devices or local computers (which may be developed to support all popular formats) will require some degree of sophistication and flexibility that may be too expensive and complicated for consumer operations. ° This problem is exacerbated. If a new format is introduced in the future, the local device may not have the hardware capability to support the new format. This means that the consumer must buy an upgraded local media device. For example, if a higher resolution video or stereoscopic video is introduced in the later period after the manuscript (for example, each - 'more sleep 139840.doc 200942305 stream), the local device may not have decoded the video. Computing power, or it may not have hardware for outputting the video in a new format (eg, false-twisting to achieve stereo vision by 120 fps video synchronization with shuttered glasses), where 60 fps is delivered To each eye, if the consumer's video hardware can only support 6 〇 fps video, this option will not be available in the absence of a k-level hardware purchase. When it comes to cutting-edge interactive media (especially video games), the problem of media device obsolescence and complexity is a serious problem. The modern video game application is basically divided into four main non-portable hardware platforms: Sony PlayStation® 1, 2 and 3 (PS1, PS2, and PS3);

Microsoft Xbox® 及 Xb〇x 则⑧;及 Nintend〇 ⑧及 • WllTM ;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 〇 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。每一平台以「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M2光學媒體上出售該光 學媒體含有體現為尖端的即時軟體應用程式之視訊遊戲。 縫著豕庭寬頻帶速度增加,視訊遊戲正日益變得可用於下 載。 139840.doc 200942305 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 piaystati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一 pc的生產力應 . 用程式(例如,Microsoft Word)之普遍相容性。然而,對於 視δίΐ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,❹ 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 吕’ XBox係基於χ86系列處理器,而χΒ〇χ 360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 - 用程式,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訊遊戲軟體出 版商之損失。對於消費者而言’其意謂保持將舊的一代視 〇 訊遊戲控制台與新的一代視訊遊戲控制台.兩者接通至τν 以便能夠玩所有遊戲的必要性。對於控制台製造商而言, 其思谓與新控制台之模擬及較緩慢採用相關聯的成本。且 十;出版商而έ ’其意謂可能必須發行新遊戲之多個版本 . 以便涵蓋所有潛在的消費者-不僅發行用於視訊遊戲之每 商Μ例如,XBox、piaystati〇n)的版本,而且常常發行 用於給疋商標之每一版本(例如,pS2及pS3)的版本。舉例 139840.doc •10- 200942305 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、Gamecube、wii及 pc平台 以及其他平台。 • 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,該等器件連接至無 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 參 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 階圖开>加速硬體(諸如,由CA之Santa Clara之NVIDIA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定蜂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 ❹ 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 夕種P C組態及可能引起的安裝問題的較高消費者服務負擔 而使得遊戲開發商通常面臨高成本。又,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(例如,經由網際網路)。因此,對於軟體遊戲開發商 139840.doc 200942305 而言,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「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 常被經由網際網路盜版及分配以供使用者下載及進行免費 複製。 隨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 及大型多人線上遊戲(該兩者在本揭示案中藉由首字母縮 寫詞「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 之二不利之處,因為分配成本通常較小且存在較少或不 139840.doc -12- 200942305 存在未出售媒體 、成本。但已下載的遊戲仍經受盜版,且 ,、大小(大小常常為許多個十待位元组)而你〜甘 花費非常長之日夕個十{心位兀組)而使得其可能 -貞,諸如連同可攜文1載°另外’多個遊戲可填滿小磁碟 * 々、1式電腦—起或連同視訊遊戲控制台一起 /以碟機。S而,就遊戲或MMOG需要線上連接 1使^戲可玩之程度而言,盜版問題得以減輕,因為通 《需要使用者具有有效的使用者帳戶。不同於可藉由相機 Φ拍攝顯示勞幕之視訊或藉由麥克風記錄來自揚聲哭 的線性媒體(例如,視訊及音樂),每一視㈣: 驗係唯-的,且不可使㈣單視訊/音訊記錄來複製。因 此,甚至在未強力執行版權法且盜版倡派的區域中,亦可 —保護mm〇g免於被盜版且因此可支援商業。舉例而古,已 成功地部署VivencU SA之「魔獸世界」應的,而好世 界未遭受盜版。且許多線上或MM〇G遊戲(諸如,Microsoft Xbox® and Xb〇x are 8; and Nintend〇 8 and • WllTM; 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 independent of a specific platform, in order to execute a specific game on a specific platform, a proprietary software layer (which is often referred to as a "game development engine") is needed to adapt the game. Used on a specific platform. Each platform is sold to the consumer or itself as a PC in the form of a "console" (i.e., a separate box attached to the TV or monitor/speaker). Typically, video games are sold on optical media such as Blu-ray DVD, DVD_R〇M4CD_R〇M2, which contain video games embodied in sophisticated real-time software applications. With the increase in the speed of the wide band of the court, video games are becoming increasingly available for download. 139840.doc 200942305 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 (for example, from XBox to XBox 360, or from piaystati〇n 2 ("PS2") to Playstation 3 ("PS3")). Sex, as there is a general productivity of productivity (eg, Microsoft Word) from one PC to another PC with a faster processing unit or core. However, for the δίΐ game is not the case. Because when a generation of video games is released, video game manufacturers often seek the highest possible performance for a given price point, so dynamic system changes are often made to the system so that many games written for the previous generation system are later The first generation system does not work. For example, Lu's XBox is based on the χ86 series processor, while the χΒ〇χ360 series is based on the PowerPC series. Techniques can be used to simulate the previous architecture, but assuming video games are instant applications, it is often impractical to achieve the exact same behavior in the simulation. This is a loss to consumers, video game console manufacturers and video game software publishers. For consumers, it means keeping the old generation of video game consoles and the new generation of video game consoles. Both are connected to τν to be able to play all the games. For console manufacturers, the idea is related to the cost associated with the simulation and slower adoption of the new console. And ten; publishers and έ 'which means that multiple versions of new games may have to be released. To cover all potential consumers - not only for each version of the video game, for example, XBox, piaystati〇n), Also, versions for giving each version of the logo (for example, pS2 and pS3) are often issued. Example 139840.doc •10- 200942305 For the purpose of developing a separate version of the electronic art "Crazy Rugby 08" for XBox, XBox 36〇, pS2, pS3, Gamecube, wii and pc platforms and other platforms. • Portable devices such as cellular phones and portable media players also challenge game developers. Increasingly, these devices are connected to a wireless data network and are capable of downloading video games. However, there are a variety of cellular phones and media reference devices in the market that have a variety of display resolutions and computing capabilities. Also, because such devices typically have power consumption, cost, and weight constraints, they typically lack high-order graphics ("Gpu")-like acceleration hardware (such as that manufactured by NVIDIA of Santa Clara, CA). Device). 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 particular cellular 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 the release of games, but game developers often face high costs due to the high consumer service burden for supporting the PC configuration and possible installation problems. . Moreover, 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 assigned (eg, via the Internet) road). Therefore, for the software game developer 139840.doc 200942305, there are costs and disadvantages found in the game console, cellular phone and Pc. 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 also ask publishers for "price protection fees" to cover possible unforeseen 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: games are often pirated and distributed via the Internet for users to download and make free copies. As the Internet broadband speed increases and broadband connectivity becomes 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 Assigned to a PC or console via download. Moreover, broadband connections are increasingly being used to play multiplayer and massively multiplayer online games (both referred to in the present disclosure by the acronym "MMOG")^ These changes mitigate the distribution associated with retail distribution Some of the costs and problems. Downloading online games solves the disadvantages of game publishers because distribution costs are usually small and there are fewer or no 139840.doc -12- 200942305 There are unsold media, costs. But the downloaded games are still subject to piracy, and, size (the size is often a lot of ten-digit bytes) and you ~ Gan spends a very long day and a tenth (heart position group) makes it possible - such as Together with the portable text 1 additional 'multiple games can fill up the small disk * 々, 1 type computer - or together with the video game console / with the disc player. S, as far as the game or MMOG needs to be connected online, the piracy problem can be alleviated in terms of the level of playability, because the user needs to have a valid user account. It is different from the video that can be used to capture the screen by camera Φ or the linear media (such as video and music) from the sound of crying through the microphone. Each view (4): system-only, and can not make (4) single video / Audio recording to copy. Therefore, even in areas where copyright law is not enforced and piracy is promoted, it is also possible to protect mm〇g from piracy and thus support business. For example, the "World of Warcraft" of VivencU SA has been successfully deployed, and the world has not been pirated. And many online or MM〇G games (such as,

Lab之「第二人生」MM〇G)經由建置於遊戲中之經濟模型 © 而產生遊戲運營商的收入’其中資產可使用線上工具而帶 來^出售且甚至建立。因此’可使用除習知遊戲軟體講買 或訂用之外的機制來為線上遊戲之使用付費。 儘管由於線上或MMOG之性質而使得常常可減輕盜版, . 1 旦線上遊戲運營商仍面臨其餘挑戰。許多遊戲需要大量的Lab's "Second Life" MM〇G) generates the revenue of the game operator through the economic model built into the game. The assets can be sold and even established using online tools. Therefore, mechanisms other than the purchase or subscription of the game software can be used to pay for the use of online games. Although piracy is often mitigated due to the nature of the online or MMOG, 1 online game operators still face the remaining challenges. Many games require a lot of

本端(亦即,家庭内)處理資源以供線上*mm〇g適當地工 、 作。若使用者具有低效能之本端電腦(例如,不具有GPU 之電腦,諸如低端膝上型電腦),則其可能不能夠玩該遊 戲。另外,隨著遊戲控制台老化,其遠落後於目前技術狀 139840.doc 13 200942305 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要求,常常亦存在安裝複雜度。 可此存在驅動器不相容性(例如,若下载新遊戲則可能 ,裝新^本的圖形驅動器,其致使依賴於舊版本圖形驅動 器之先別已安裝之遊戲不可操作卜隨著下載更多遊戲, 控制台可能用完本端磁碟空間。當發現缺陷並修復時或若 對遊戲進彳T 了修改(例如,若遊戲開發商發現遊戲之級別 太難玩或太容易玩),複雜遊戲通常隨著時間推移而自遊 戲開發商接收下載之修補程式(patch)。此等修補程式需要 新的下載。但有時並非所有使用者完成所有修補程式之下 載。在其他時候’下載之修補程式引入其他相容性或磁碟 空間消耗問題。 x 又’在遊戲播放期間’可能需要大資料下載以將圖形或 行為資訊提供至本端PC或控制台。舉例而言 谁The local end (i.e., within the home) processes resources for proper work on the line *mm〇g. If the user has a low-performance local computer (for example, a computer without a GPU, such as a low-end laptop), it may not be able to play the game. In addition, as the game console ages, it lags far behind the current state of the art and may not be able to handle higher-order games. Even if it is assumed that the user's local PC can handle the calculation requirements of the game, there is often installation complexity. There may be driver incompatibility (for example, if a new game is downloaded, it is possible to install a new graphics driver, which causes the game that is dependent on the old version of the graphics driver to be installed. The console may run out of local disk space. When bugs are found and fixed, or if the game is modified (for example, if the game developer finds the game level too difficult to play or too easy to play), complex games usually The downloaded patches are received from the game developer over time. These patches require new downloads, but sometimes not all users complete the download of all patches. At other times the 'downloaded patches are introduced Other compatibility or disk space consumption issues. x Also during the game play, large data downloads may be required to provide graphical or behavioral information to the local PC or console. For example, who?

入MMOG中之-相中,且遭遇由圖形資料組成或具t 使用者之本端機器上不可用之行為的場景或人物,則必須 下載彼場景或人物之資料。若網際網路連接不夠快,則此 可導致玩遊戲期間的實質延遲。此外,若所遭遇之場景或 人物需要超過本端PC或控制台之儲存空間或計算能力的館 存空間或計算能力’則其可產生一情形:纟中使用者不可 在遊戲中繼續,或必須以品質降低之圖形繼續。因此,綠 上或MMOG遊戲常常限制其儲存及/或計算複雜度要求。 另外,其常常限制遊戲期間之資料傳送的量。線上或 MMOG遊戲亦可使可玩遊戲之使用者之市場變窄。 S 139840.doc •14- 200942305 此外’技術上博學之使用者日益增加地反向工程設計遊 戲之本端複本且修改遊戲以使得其可作弊。作弊可能與進 行比用人力可能的速度快的重複按鈕按壓(例如,以便非 常快速地射擊)一般簡單。在支援遊戲中資產交易之遊戲 中’作弊可達到導致欺騙性交易涉及具有實際經濟價值之 資產的欺詐程度。當線上或MMOC^^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。If you enter a scene or a person in the MMOG that encounters an action that is not available on the local machine or consists of the user, you must download the material of the scene or person. If the internet connection is not fast enough, this can result in substantial delays during game play. In addition, if the scene or character encountered needs more than the storage space or computing capacity of the local PC or console, the storage space or computing power can generate a situation: the user cannot continue in the game, or must Continue with the graphic of reduced quality. Therefore, green or MMOG games often limit their storage and/or computational complexity requirements. In addition, it often limits the amount of data transfer during the game. Online or MMOG games can also narrow the market for users of playable games. S 139840.doc •14- 200942305 In addition, 'technically erudite users are increasingly reversing the native copy of the game and modifying the game to make it cheating. Cheating can be as simple as repeating button presses that are faster than possible with human power (for example, to shoot very quickly). In a game that supports in-game asset trading, 'cheating can reach the level of fraud that leads to fraudulent transactions involving assets of real economic value. When the online or MMOC® model is based on such asset transactions, this can result in substantial harmful consequences for the game operator.

開發新遊戲之成本隨著pC及控制台能夠製作愈加尖端的 遊戲(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 圖形、音訊及行為要素或「資產」之開發相對比),諸如 可 '盈開發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 似於富有特殊效果之電影開發。舉例而言,許多視訊遊戲 提供3-D世界之仿真’且產生日益真實(亦即,看似與攝影 拍攝的活人動作影像一般逼真的電腦圖形)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一者 為建立不能區別於活人動作人面的電腦產生之人面。面部 俘獲技術(諸如,由CAiSan Francisc(^M〇_發的 真實性俘㈣統)俘獲表演者之面部之精確幾何 形狀並在表演者處於運動中時以高解析度追蹤表演者之面 部之精確幾何形狀。此技術允許在pc或遊戲控制台上再現 139840.doc 200942305 3D面部,該3D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)。 當具有詳細紋理之高多邊形計數場景快速改變時,支援 〇 遊a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,通常可詩PC或遊戲控制台上之單一 光碟機或單一磁碟機通常比RAM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。當 2舰常將大多數多邊形及紋理載入至RAM中,此意謂 、、》疋琢厅、在複雜度及持續時間上很大程度上受ram之容量 限制。在(例如)面部動畫製作之狀況下,此可能將PC或遊0 戲控制σ限制於並無真實感之低解析度面部,或限制於僅 可在遊戲暫停且栽入用於更多圖框之多邊形及紋理(及其 他貢料)之前在有限數目之圖框中製作成動畫的真實感面 部。 虽PC或控制台顯示類似於「正在載入…」之訊息時觀看 條5越螢幕緩慢地移動由現今的複雜視訊遊戲之使用 A I為内在缺點。下一個場景自磁碟(除非另外有條 139840.doc -16- 200942305 詩,,磁碟」指代非揮發性光學媒體或磁性 ” 士 m諸如半導體「快閃」記憶體之非磁碟媒體)載 入%之延遲可花費若干秒或甚至若干分鐘。此 I能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磔夕之.東〜 纟目磁碟之多邊形、紋理或其他資料之載入 可能係以下狀況:當PC或控制台中之處理器及/ 或gpu準備用於場景之資料時,花費一部分載入時間。舉The cost of developing new games grows as pCs and consoles produce increasingly sophisticated games (eg, with more realistic graphics (such as instant ray tracing), and more realistic behaviors (such as real-time physics simulations). In the early days of the video game industry, video game development was very similar to the development of application software; that is, most of the development costs were in the development of software (as opposed to the development of graphics, audio and behavioral elements or "assets"). ), such as the software development that can be developed for use in movies with a wide range of special effects. Today, many cutting-edge video game development efforts are more like software developments with special effects than software development. For example, many video games offer simulations of the 3-D world' and produce characters, props, and environments that are increasingly real (i.e., computer graphics that appear to be realistic with live action images taken by photography). One of the most challenging aspects of photo-realistic game development is to create a human face that can't be distinguished from a living person's face. Facial capture techniques (such as the capture of the precise geometry of the performer's face by CAiSan Francisc) and tracking the performer's face with high resolution while the performer is in motion Geometry. This technology allows 139840.doc 200942305 3D face to be reproduced on a PC or game console. This 3D face can't actually be distinguished from the captured live action face. Accurately capture and reproduce the "photo-realistic" face. Useful in several ways. First, highly recognizable celebrities or athletes are often used in video games (often hired at high cost), and imperfections may be obvious to the user, making the viewing experience distracting or unpleasant. Frequently, high detail is required to achieve a high degree of photorealistic sensation - potentially needed to reproduce a large number of polygons and high resolution textures (changes in polygons and / or textures as the face moves over the frame of the frame) B) Supports the PC or game console of a game when the high-polygon count scene with detailed texture changes rapidly Can not have enough ram to store enough polygons and texture data for the required number of moving frames generated in the game segment. In addition, usually a single CD player or a single disk on a poetry PC or game console Machines are usually much slower than RAM, and usually cannot keep up with the maximum data rate that the GPU can accept in rendering polygons and textures. When 2 ships often load most polygons and textures into RAM, this means, "疋" The hall, complexity and duration are largely limited by the capacity of the ram. In the case of, for example, facial animation, this may limit the PC or game control σ to a low resolution without realism. Degrees, or limited to realistic faces that can be animated in a limited number of frames before the game is paused and planted into polygons and textures (and other tributes) for more frames. When the station displays a message similar to "Loading...", the viewing bar 5 moves more slowly on the screen. The AI of today's complex video games is inherently flawed. The next scene is from the disk (unless there is another bar 13) 9840.doc -16- 200942305 poetry, disk "refers to non-volatile optical media or magnetic" such as non-magnetic media such as semiconductor "flash" memory). The delay of loading % can take several seconds or even A few minutes. This I can make gamers quite frustrated. As discussed earlier, a large or all delay may be due to the loading of polygons, textures, or other data from the magnetic disk. : When the processor and / or gpu in the PC or console are ready to use the data for the scene, it takes a part of the loading time.

❹ 例而吕,英式;i球視訊遊戲可允許玩家在大量玩家、小 組、運動場及天氣條件當中選擇。因此,取決於選擇何特 定組合’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,不同小組在其制服上具有不同色 :及圖案)。有可能列舉各種排列中之許多或所有 :預先计算物件中之許多或所有者並將物件儲存於 Γ戲之料上。但是,若排列之數目大,則所有物件: 而之錯存里可能過大以致不能安裝在磁碟上(或太不 不能下载)。因此,現存⑽及控制台系統通常在 給疋場景之複雜度與播放持續時間兩者上受約束 雜場景遭受長载入時間。 複 先前技術視遊㈣統及應用程式軟體系統之另_ 限制在於.其日益增加地使用(例如)3D物件之大資料庫 (老如’多邊形及紋理),該等大資料庫需要被載人至 遊戲控制台中以用於處理。如上所述,#將該等資料庫在 本端储存於磁碟上時,該料料庫可花費長時間來載入。 d而*資料庫係儲存於遠端位置且經由網際網路來存 139840.doc •17- 200942305 取,則載入時間通常嚴重得多。在此種情形下,下載大資 料庫可能花費幾分鐘、幾小時或甚至幾天。另外,該等J 料庫常常產生大量費用(例如’用於遊戲、電影或歷Λ史記 錄片中的詳細的高有桅帆船之3£>模型)且意欲用於銷售給 本端終端使用者。然而’一旦資料庫被下載至本端使用° 者,其就有被盜版之風險。在許多狀況下,使用者僅出於 估計資料庫以查看其是否適合使用者之需要(例如,當使 用者執行特定移動時,用於遊戲人物之3D服裝是否具有滿 意的外觀或外表)的目的而希望下載資料庫。對於在決定 進行購買之前估計3Df料庫之使用者而言,長载人時間可 能係一阻礙。 類似問題在MMOG(特定言之,如允許使用者利用曰益 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3D幾何形狀(多邊形、紋理等^ 以及彼人物之行為(例如,若人物具有盾牌,則盾牌是否 足夠強以使矛偏轉)的資料庫。通常,當MM〇G* 一使用 者初次玩時,用於人物之大量資料庫在遊戲之初始複本下 已經可用,《之初始複本在本端在賴光碟上可用或經 下載至磁碟。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 戲控制台情況下對視訊遊戲開發商及出版商之另一挑戰在 139840.doc -18· 200942305 於.開發視訊遊鐵經常 元。傯定如、日- 卞王』平,成本在數千萬美 速㈣入讯遊戲控制台平台係以大致每隔五年-次之 、 則遊戲開發商需要在新遊戲_ A # > > 1 & 數年開始彼等遊戲之開… 戲控制°發仃之前的 訊遊戲同時可用。便在發行新平台時使視 大約同時發糊個控制台有時 ^^Α 在年或兩年内),但尚待分曉 視風行性(例如,哪個控制台將產生最大❹ Example, Lu, English; i-ball video game allows players to choose among a large number of players, groups, sports fields and weather conditions. Therefore, depending on the choice of which combination, it may be necessary to use different polygons, textures, and other materials (collectively referred to as objects) for the scene (for example, different groups have different colors on their uniforms: and patterns). It is possible to enumerate many or all of the various arrangements: pre-calculate many or all of the objects and store the objects on the game material. However, if the number of permutations is large, then all objects: and the inaccuracies may be too large to be mounted on the disk (or too impossible to download). As a result, existing (10) and console systems are often constrained in both the complexity and playback duration of the scene, and the scene suffers from long load times. Another limitation of the prior art video tour (4) system and the application software system is that it is increasingly using (for example) a large database of 3D objects (such as 'polygons and textures'), which need to be manned. Go to the game console for processing. As described above, when the database is stored on the disk at the local end, the library can take a long time to load. d and * the database is stored in a remote location and stored via the Internet. 139840.doc •17- 200942305 Take, the load time is usually much more serious. In such cases, downloading a large repository can take minutes, hours, or even days. In addition, these J-stock libraries often generate a large amount of expenses (such as '3 £> model for detailed high-altitude sailing boats used in games, movies, or historical documentaries) and are intended for sale to local end users. . However, once the database is downloaded to the local end, it is at risk of being pirated. In many cases, the user only uses the estimated database to see if it is suitable for the user (eg, whether the 3D garment used for the game character has a satisfactory appearance or appearance when the user performs a particular movement). And hope to download the database. For users who estimate the 3Df library before deciding to make a purchase, long manned time can be a hindrance. Similar issues arise in MMOG (specifically, games that allow users to leverage the benefits of customizing characters). For pcs or game consoles that display characters, they need to be able to access data with 3D geometry (polygons, textures, etc., and the behavior of the characters (for example, if the character has a shield, then the shield is strong enough to deflect the spear) In general, when a user is playing for the first time, a large database of characters is available under the initial copy of the game. The initial copy is available on the local disc or downloaded to the disk. But as the game progresses, if the user encounters a character or object that the database is not available on the local end (for example, if another user has created a custom character), then the user or object must be downloaded before the character or object can be displayed. Its database. This can lead to 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 139840.doc - 18· 200942305 Yu. Development video tour iron often yuan. 偬定如, 日-卞王』平, cost in tens of millions of US speed (four) into the game console platform is roughly In the five-years, the game developers need to start the new game in the new game _ A # >> 1 & The game is open for several years... The game before the game is available at the same time. When you make it look at the same time, sometimes the console is ^^Α in years or two years, but it is still a bit of a blindness (for example, which console will produce the maximum)

7遊戲軟體銷售)。舉例而言,在近來的控制台循環 中^咖。請ox 360、sony playstation uNintendo 預疋為在大約相同的-fli. 4ϊϊ 3! J^叙時間框引入。但在該等引入之前 的數年中’遊戲開發商實質上必須「磨注」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很長時間基於其估計可能成 功,電影而分攤其有限的製作資源。給定視訊遊戲所需之 投資之增長程度,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 估計而投入其製作資源。但是,不同於電影公司,此壓注 並非僅基於製作本身之成功;實情為’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 行遊戲可減輕風險,但此額外努力增加成本,且經常延遲 遊戲之實際發行。 pc上之應用程式軟體及使用者環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Windows VistaTM作業系 139840.doc -19· 200942305 統與Macintosh®作業系統之相繼版本兩者併有視覺動畫效 應。尚階圖形工具(諸如,來自Aut〇desk公司之MayaTM)提 供非常尖端之3D再現及動晝製作能力(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,〇s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❹ 包括GPU之電腦)的最少共同點限制。此嚴重地限制〇8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 通常導致較馬電力消耗及較短電池壽可攜式電腦通常 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 處里器活動性。舉例而言,s〇ny之VGN-SZ280P膝上型電 腦3有在—側上標記為「Stamina」(用於低效能,更長電❹ 池壽〒)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〇s必須能夠即 在電知以其峰值效能能力之一分率執行的情況下亦可用 也起作用。因此,QS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 °玄等應用程式將用於高效能pc上。此通常產生高得多的效 139840.doc -20- 200942305 能,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OS(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該等 计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7 game software sales). For example, in the recent console loop. Please ox 360, sony playstation uNintendo is expected to be introduced in about the same -fli. 4ϊϊ 3! J^ time box. But in the years before these introductions, 'game developers must essentially "wear" which console platforms will be more successful than others, and invest in their development resources accordingly. Film production companies must also allocate their limited production resources for a long time before the film is released based on their estimated success. Given the degree of investment required for video games, game production is becoming more and more similar to film production and game production companies routinely invest their production resources based on their estimates of the future success of a particular video game. However, unlike film companies, this bet is not based solely on the success of the production itself; the truth is that it is based on the success of the game console on which the game is intended to execute. Simultaneously launching games on multiple consoles mitigates the risk, but this extra effort increases costs and often delays the actual release of the game. The application software and user environment on the PC are 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 Windows VistaTM operating system 139840.doc -19· 200942305 and both successive versions of the Macintosh® operating system have visual animation effects. Good-looking graphical tools, such as MayaTM from Aut〇desk, offer very cutting-edge 3D rendering and dynamic production capabilities that push the limits of current state of the art CPUs and GPUs. 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 graphics requirements are largely intended by OS. The minimum commonality limit for computers, which typically include computers that do not include GPUs. This severely limits the graphics capabilities of 〇8. In addition, battery-powered portable computers (eg, laptops) limit visual display capabilities because high computing activity in CPUs or GPUs typically results in more horsepower consumption and shorter battery life. Portable computers are usually included. Software that automatically reduces processor activity when using the processor to reduce power consumption. In some computer models, the user can manually reduce the activity of the device. For example, the VGN-SZ280P laptop 3 of s〇ny has the side marked "Stamina" on the side (for low performance, longer battery life) and the other side marked "Speed". (for high performance, short battery life) exchangers. The 〇s performed on a portable computer must also be able to function, even if it is executed at a fraction of its peak performance capabilities. As a result, QS graphics performance often remains at a much lower computing power than current state of the art. Frequently selling high-end computing-intensive applications (such as Maya), it is expected that applications such as ° Xu will be used on high-performance PCs. This usually yields a much higher efficiency 139840.doc -20- 200942305, and is more expensive and less portable, with the least commonality. As a result, these applications have a much lower target audience than a general-purpose OS (or generic productivity application like Microsoft 〇ffice) and are typically sold in much lower quantities than general-purpose OS software or general-purpose application software. Potential audiences are further limited because it is often difficult for prospective users to try out these highly intensive 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_Maya(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帅 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。其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。 回價應用&式亦對使用應用程式軟體之盜版複本之個體 ,商業產生更多刺激。因此,高端應用程式軟體遭受猎獗 儘管該軟體之出版商進行了大量努力來藉由各種技 ^ 盜版。但是,甚至當使❹版的高端應用程式 使用者亦不可能排除投資昂貴的目前技術狀態的PC來 7錢複本之需要。因此,儘管使❹可 應 售價格之一分率獲得軟體應用程式之使用,但 之使用者仍需要講買或獲得昂貴的pc, 利用該應用程式。 ]39840.(j〇c -21 200942305 此對於高效能盜版視訊遊戲之使用者同樣成立。儘管次 版者可以遊戲之實際價格之一分率得到遊戲,但其仍需要 構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XBox 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PC上執行之遊戲成功的關鍵因素 . (諸如,Vivendi之「魔獸世界」,其在中國高度成功,且通 . *係在中國的網咖中玩)。相比之下,計算上密集之遊戲 (如 第一人生」)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PC ^ 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將 /貝示下載至其豕庭而試用遊戲之示範版本的使用者亦存在 障礙。視訊遊戲演示常常為遊戲之全能版本,其中一些特 - 徵用’或對遊戲播放之量施加限制。此可能涉及在可將 -遊戲安裝於PC或控制台上且在PC或控制台上執行之前下 載數十億位元組之資料的長過程(可能幾個小時)。在PC之 139840.doc -22- 200942305 狀況下,其亦可能涉及算出遊戲需要哪些特殊驅動器(例 如,DirectX或0penGL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 • 驟可此涉及判定PC是否具有足夠的處理(CPU及GPU)能 • 力、足夠的RAM及相容的0S(例如,一些遊戲在Windows XP上執行而不在Vista上執行)。因此,在試圖執行視訊遊 戲演示之長過程之後,使用者可能發現視訊遊戲演示不可 參 能玩(給定使用者之PC組態)。更糟地,一旦使用者已下載 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商銷售其遊戲產生障礙。 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 ❹ 特疋程度之效能要求。舉例而言,一些PC具有或多或少之 RAM、較缓慢或較快之CPU及較緩慢或較快之(若其 具有GPU)。一些遊戲或應用程式利用給定pc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?(:或控制台上浪費了財力。在控制台之 狀況下,㈣台製造商可能支付地比資助㈣台成本所要 的多。 139840.doc -23- 200942305 存在於視訊遊戲之銷售及享受中的另—問題涉及在使用 者實施購買遊戲之前允許使用者觀看他人玩遊戲。存在用 於記錄視訊遊戲以在稍後時間重放的若干先前技術方法。 舉例而3,美國專利第5,558,339號教示了在「遊戲播放」 期間將遊戲狀態資訊(包括遊戲控制器動作)記錄於視訊遊 戲用戶端電腦(由同-或不同❹者擁有)中。此狀態資訊 可在稍後時間使用以在視訊遊戲用戶端電腦(例如,pc适 控制台)上重放一些或所有遊戲動作。此方法之顯著缺點I hope that before investing in _Maya (this may involve buying a high-end computer that can execute Maya). When a student or potential purchaser can download a demo version of the handsome version or receive a physical media copy of the Maya demo version, it will not be able to perform a computer that can perform Maya to its full potential (for example, to handle complex deduction scenarios). Comprehensive evaluation of the product. This essentially limits the audience for these high-end applications. It also makes the sale price higher because development costs are usually paid off through purchases that are much smaller than the number of purchases by the generic application. The Reward Application & Style also generates more stimuli for individuals and businesses that use pirated copies of the application software. As a result, high-end application software has been hunted, although publishers of the software have made a lot of efforts to pirate through various techniques. However, even the high-end application users of the ❹ version are unlikely to rule out the need to invest in expensive PCs with current state of the art. Therefore, although the software application is used at a rate of one of the available sales prices, the user still needs to buy or obtain an expensive PC to utilize the application. ]39840.(j〇c -21 200942305 This is also true for users of high-performance pirated video games. Although the second edition can get the game at a rate of the actual price of the game, it still needs to build a proper game. Expensive computing hardware required (for example, Gpu_Enhanced PC, or a high-end video game console like XBox 360). Assuming that video games are usually entertainment for consumers, the extra cost for high-end video game systems can be too high. Expensive. This situation is worse in countries where the current average annual income of workers is relatively low (relative to the average annual income of current workers in the US) (for example, China). Therefore, a much smaller percentage of people have high-end video. Game systems or high-end PCs. In these countries, "Internet cafes" where users can pay ◎ fees to use computers connected to the Internet are quite common. Often, these Internet cafes have features that are not highly efficient (such as An older model or a low-end PC that would otherwise allow players to play Gpu, which computes intensive video games. This is the key to the success of games executed on low-end PCs. (eg, Vivendi's "World of Warcraft", which is highly successful in China, and is through. * is played in Chinese Internet cafes.) In contrast, computationally intensive games (such as First Life) are more It is impossible to play on pC installed in Chinese Internet cafes. These games can't actually reach users who can only access low-performance PCs in Internet cafes. For considering buying video games and first willing to use via the Internet There are also obstacles to users who download the roadshow/beetlet to their trial version and try out the demo version of the game. Video game demos are often the all-around version of the game, some of which are used specifically or impose restrictions on the amount of game play. It involves a long process (possibly several hours) of downloading billions of bytes of data before installing the game on a PC or console and executing it on a PC or console. On the PC 139840.doc -22- In 200942305, it may also involve calculating which special drivers (such as DirectX or 0penGL drivers) the game needs, downloading the correct version, installing the correct version, and then determining if the PC can play the This latter step can be used to determine if the PC has sufficient processing (CPU and GPU) power, sufficient RAM, and compatible OS (for example, some games are executed on Windows XP without being executed on Vista). Therefore, after trying to perform the long process of video game presentation, the user may find that the video game demo is not playable (given the user's PC configuration). Worse, once the user has downloaded the new drive to try it out In the demonstration, these drive versions 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 render the previously operable game or application inoperable. These obstacles not only frustrated users, but they also created obstacles for video game software publishers and video game developers to sell their games. Another problem that leads to non-economic benefits is related to the fact that a given pc or game console is typically designed to meet the performance requirements of the application and/or game. For example, some PCs have more or less RAM, a slower or faster CPU and are slower or faster (if they have a GPU). 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 reach the peak performance capability of the local PC or console, the user may be due to the unused features. (: or the console is wasting money. In the case of the console, (4) the manufacturer may pay more than the cost of subsidizing (four). 139840.doc -23- 200942305 exists in the sales and enjoyment of video games In addition, the problem involves allowing the user to watch other people play the game before the user implements the purchase of the game. There are several prior art methods for recording the video game for playback at a later time. For example, US Patent No. 5,558,339 teaches Game state information (including game controller actions) is recorded during the game play on the video game client computer (owned by the same or different). This status information can be used at a later time in the video game client. Replay some or all of the game actions on a computer (eg, a PC console). Significant shortcomings of this method

在於··對於檢視已記錄之遊戲的使用者,使用者必須具有 能夠播放該遊戲之視訊遊戲用戶端電腦且必須具有在彼電 腦上執行之視訊遊戲應用程式,以使得當重放已記錄之遊 錄態時频播放料同的。除此之外,視訊遊戲應用程 式必須係以在已記錄之遊戲與經回放之遊戲之間不存在可 旎的執行差異的此種方式編寫。 舉例而言,遊戲圖形大體係在圖框接圖框基礎上計算。In order to view the user of the recorded game, the user must have a video game client computer capable of playing the game and must have a video game application executed on the computer so that when the recorded game is played back Recording time and frequency playback materials are the same. In addition, the video game application must be written in such a way that there is no measurable execution difference between the recorded game and the played back game. For example, the game graphics system is calculated based on the frame of the frame.

=多遊戲’取決於場景是否特別複雜或是 執订之其他延遲(例如’在PC上,另-過程可能正在執 仃,以致自遊戲應用程 m 飞奪走CPU·),遊戲邏輯有時可 此化費比一圖框時間短或比一 下-個圖框而顯示之圖形。在此種遊計算為 間稍少之時間(例如,少幾個c 乂 t圖框時 值」圖框最終可出現。Λ二:脈循環)計算的「臨限 次計算彼同-場μ 相同之遊戲狀態資訊再 穷景日τ ’可能容易花_ ⑽夺脈循環之時間(例 :圖框時間多幾個 右円。卩CPU匯流排稍微與外部 139840.doc -24 - 200942305 DRAM匯流排不同相,且 數毫秒CPU時間之另—過^不/子在來自自遊戲處理奪走=Multi-games' depending on whether the scene is particularly complex or other delays in the subscription (eg 'on the PC, another - the process may be stubborn, so that the game application m takes away the CPU ·), the game logic sometimes This is a graph that is shorter than a frame time or displayed in a frame. In the case where such a cursor is calculated to be slightly less (for example, a value of a few c 乂t frames), the frame may eventually appear. Λ2: Pulse cycle) The calculation of the threshold is the same as the same as the field μ. The game state information and then the poor day τ 'may be easy to spend _ (10) the time of the cycle (for example: the frame time is a few more right 円. 卩 CPU bus is slightly different from the external 139840.doc -24 - 200942305 DRAM bus Phase, and a few milliseconds of CPU time - over ^ not / child in the game from the game

循環時間之延遲)。因此Λ延遲,其亦引入幾個CPU ,當回放遊戲時,圖框變成以兩 個圖框時間計算而非以單— 圖框時間計算。一此行為孫美 於遊戲計算新圖框之頻輪^ & 。仃為係基 彳如,®遊戲取樣來自遊戲控 制益之輸入時)。當播放遊 ^ ^ 戳時,用於不同行為的時間參 考中之此偏差不會影塑涝龄 a遊戲播放,但其可導致所回放之遊Delay in cycle time). Therefore, Λ delay, which also introduces several CPUs, when playing back the game, the frame becomes calculated in two frame times instead of single-frame time. In this case, Sun Mei calculates the frequency of the new frame in the game ^ & For example, if the game is sampled from the input of the game control benefits). When the play ^ ^ stamp is played, the deviation in the time reference for different behaviors does not affect the age of the game, but it can lead to the playback of the game.

戲產生不同結果。舉例而言 ° 右監球之軌道係以穩定的60 fps速率來計算,但遊戲押 戰挖制器輸入係基於經計算之圖框 之速率來取樣’則當記錄遊齡 ^ 避戲時’經汁异之圖框之速率可 能為53 fps,而當重放遊戲睥 戰% 經计异之圖框之速率可能 為52 fps ’此可使得籃球是 被阻止進入籃中存在差異,The play produces different results. For example, the orbit of the right ball is calculated at a steady 60 fps rate, but the game slam dunk input is sampled based on the calculated frame rate 'When the record age ^ avoids the drama' The rate of the juice frame may be 53 fps, and the rate of the replayed game may be 52 fps. This may cause the basketball to be prevented from entering the basket.

從而導致不同結果。因此,祐田,洽机n A 使用遊戲狀態記錄視訊遊戲需 要非常謹慎之遊戲軟體設計, τ以確保使用同一遊戲狀態資 §孔重放產生完全相同之結果。 用於記錄視訊遊戲之另—先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)。接著可將視訊回倒及重放,或替 代地,將已記錄之視訊上栽至網際網路(通常在將視訊壓 縮之後)。此方法之不利之處在於··當回放31)遊戲序列 N·使用者限於僅自檢視點(序列被自其記錄)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 139840.doc -25- 200942305 時’即使視訊係即時壓縮’亦不可能即時地將經壓縮之視 訊上載至網際網路。其原因係、因為世界上連接至網際網路 之許多家庭具有高度不對稱之寬頻帶連接(例如,狐及電 ㈣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。因此,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 用者能夠檢視該稍之前,將存在顯著延遲。儘管此延遲 在特疋it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μ球錦標赛)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純器之檢視者觀看視 訊遊戲現場直播,但僅在電視製作人員之控制下。美國與 其他國家中的-些電視頻道提供視訊遊戲檢視頻道其中 電視觀眾㈣在視訊稍頻道上觀看特定視賴戲使用者 (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)之視訊輸线送至用於電視頻道之視訊分 配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^干個相機自藍球場周圍之不同 =度提供現場直播之饋送。電視頻道接著能夠利用其視訊/ 音訊處理及效應設備來操縱來自各種視訊遊戲系統之輪 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藍 139840.d〇( -26- 200942305 球比賽期間上覆文字)’且電視頻道可加錄來自評論員(其 了 °曲述在比赛期間出現之動作)之音訊。另外’可將視訊 遊戲輸出與記錄遊戲之實際玩家之視訊的相機(例如,展 示玩家對遊戲之情緒反應)組合。 此方法之一問題在於:必須即時地使該等現場直播之視 讯饋送為電視頻道之視訊分配及處理設備可用,以便使其 具有現場直播之廣播的刺激性。然而,如先前所論述,當 視訊遊戲系統係自家庭執行時(尤其是當廣播之一部封包 化括來自正俘獲遊戲玩家之真實世界視訊之相機的現場直 播之視訊時),此常常不可能。另外,在錦標賽情形下, 所關注的為家庭中遊戲者可修改遊戲及作弊,如先前所描 述。由於此等原因,電視頻道上之該等視訊遊戲廣播常常 配置有聚集於公共位置處(例如,在電視演播室處或在競 技場中)之播放器及視訊遊戲系統,其中電視製作設備可 接受來自多個視訊遊戲系統及潛在的現場直播之相機的視 訊饋送。 儘管該等先前技術視訊遊戲電視頻道可為電視觀眾提供 非常刺激之演出(其為與現場直播之運動事件同類(例如, 與以「運動員」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 極接近之情形。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 139840.doc -27· 200942305 而成本, 玩家。 s亥等電硯頻道通常僅展示參加頂 級錦標赛之頂級 一另、卜、向:冲電視觀眾廣播視訊遊戲之全螢幕影像的給 疋電視頻道母次僅展示—視訊遊戲。此嚴重地 視者之選擇。舉例而今, 电 · 、 』叩。電視檢視者可能對給定時間展示 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 特疋級別感興趣。其他檢視者可能希望控制檢視點(視訊〇 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具有 無數的偏好(即使# ; _ π m . 、丨便右干個不同電視頻道可用,電視網路之 特f廣播亦不適應該等偏好)。由於所有上述原因,使得’ 先月』技術視戒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。 先前技術視訊遊戲系統及應用程式軟體系統之另一缺點 =於:其複雜’且通常遭受錯誤、崩潰及/或非所欲且*❹ 1的仃為(統稱「缺陷」)^儘管遊戲及應用程式在發行 :刖通书經歷除錯及調諧過程。經常稱為「軟體品質保 也」或SQA) ’但幾乎不變的是··一旦遊戲或應用程式被 ,行至領域中之廣大受眾,缺陷就會突然出現。遺憾的 疋軟體開發商難以在發行之後識別及追縱到許多缺陷。 軟體開發商可能難以意識到缺陷。即使當其瞭解—缺陷. 時’亦可能僅存在其可用於識別是什麼引起該缺陷的有限 139840.doc •28- 200942305This leads to different results. Therefore, Yoshida, in consultation with the machine A, uses a game state recording video game that requires a very cautious game software design, τ to ensure that the same game state is used to reproduce the same result. Another prior art method for recording video games is to record only the video output of a PC or video game system (e.g., to a VCR, dvd recorder, or to a video capture board on a PC). The video can then be replayed and replayed, or alternatively, the recorded video can be uploaded to the Internet (usually after video compression). The disadvantage of this method is that when the playback is performed 31) the game sequence N. The user is limited to only the self-test viewpoint (the sequence is recorded from it) to view the sequence. In other words, the user cannot change the view point of the scene. In addition, when the compressed video sequence of the recorded game sequence played on the home PC or the game console via the Internet is available to other users, 139840.doc -25- 200942305, even if the video system is compressed immediately It is not possible to upload compressed video to the Internet in real time. The reason is because many homes connected to the Internet in the world have highly asymmetric broadband connections (for example, fox and power (4) machines typically have a much lower downlink bandwidth than the upload bandwidth). Compressed high resolution video sequences often have a higher bandwidth than the network's upload bandwidth, making it impossible to upload on the fly. Therefore, after playing the game sequence (possibly for a few minutes or even hours), there will be a significant delay before another user on the Internet can view the picture. Although this delay can be tolerated in the form of a trait (eg, viewing the outcome of a game player that appeared at a previous time), it eliminates the ability to watch a live game of the game (eg, a μ ball tournament played by a winning player) or The "immediate playback" capability when playing a game live. Another - prior art method allows a viewer with a TV pure device to watch a video game live broadcast, but only under the control of the television producer. Some TV channels in the United States and other countries provide video game detection video channels. Among them, TV viewers (4) watch certain video game users on the video channel (such as 'the top players participating in the tournament. This is because the video game system (PC and / or the console) video transmission line is sent to the video distribution and processing equipment for the TV channel to complete. This is the case when the TV channel broadcasts a live basketball game. 'There is a difference between the camera and the blue court. The degree provides a live broadcast feed. The TV channel can then use its video/audio processing and effects devices to manipulate the rounds from various video game systems. For example, 'TV channels can be overlaid on video from video games. The text of the status of different players (as it can be broadcast live in the blue 139840.d〇 ( -26- 200942305 during the ball game)) and the TV channel can be added from the commentator (its ° profile during the game) The sound of the action). In addition, the camera that outputs the video game to the actual player of the game (for example, One of the problems with this method is that the live video feed must be instantly available for the video distribution and processing device of the TV channel so that it has the stimulation of live broadcasts. However, as previously discussed, when the video game system is implemented from the home (especially when a broadcast packet is included in the live broadcast of the camera from the real world video camera that is capturing the game player), this is often In addition, in the case of tournaments, the focus is on the game in the home where the player can modify the game and cheat, as previously described. For these reasons, the video game broadcasts on the TV channel are often configured to be gathered in a common location. A player and video game system (eg, at a television studio or in an arena), wherein the television production device can accept video feeds from multiple video game systems and potentially live broadcast cameras. Technical video game TV channels can provide very exciting performances for TV viewers (its Live broadcast sports events of the same kind (for example, the same kind of video game players as "athletes"), not only based on their actions in the video game world, but also according to their actions in the real world), but such video Game systems are often limited to situations where players are physically close to each other. In addition, because the TV channels are broadcast, each broadcast channel can only display a video stream selected by the producer of the TV channel. Due to these restrictions and broadcast time , production equipment and production staff 139840.doc -27· 200942305 and cost, players. shai and other e-channels usually only show the top level of the top tournaments, Bu, Xiang: TV viewers broadcast video game full screen The image of the TV channel is only displayed for the video channel - video game. This is a serious choice of the viewer. For example, today, electricity, 』 叩. TV viewers may not be interested in the game shown 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-track at a given time. In other situations, the viewer may only be interested in seeing how the insider handles the level of amnesty in the game. Other viewers may wish to control the view point (the video game is from its point of view that the view point is different from the view point selected by the production team, etc. In short' TV viewers may have countless preferences in watching video games (even # ; _ π m . , 丨 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右 右There are significant limitations in presenting video games. Another disadvantage of prior art video game systems and application software systems is that they are complex and often suffer from errors, crashes, and/or undesired and *❹1 ( Collectively referred to as "defects") ^Although games and applications are released: 刖通书 undergoes debugging and tuning processes. Often referred to as "software quality assurance" or SQA) 'But almost unchanged is · once the game or application Being, to the broad audience in the field, the defects will suddenly appear. Unfortunately, it is difficult for software developers to identify and trace many defects after the release. Software developers may have difficulty recognizing defects. Even when it understands - defects, there may be only a limited number of things that can be used to identify what caused the defect. 139840.doc •28- 200942305

量之資訊。舉例而[使肖者可打電話給遊戲開發商之消 費者服務熱線且留下訊息,該訊息陳述:當玩遊戲時,登 幕開始f㈣,接I改變成固體藍且Pc;東結。其為sqa小組 提供了在追蹤缺陷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特定狀況下有時可提供更多資訊◎舉 例而言,有時可使用「看門狗」過程來監視遊戲或應用程 式是否「崩潰」。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過程之狀態(例如,記憶體堆疊之 使用狀態、遊戲或應用程式進展至之程度等)的統計,且 接著經由網際網路而將彼資訊上載至SQA小組。但在複雜 遊戲或應用程式中,該資訊可花費非常長之時間來解密, 以便準碟地判定在崩潰時使用者正在進行什麼。儘管如 此’亦不可能判定何事件序列導致崩潰。 與pc及遊戲控制台相關聯之又—問題在於:其經受使消 費者極不便利之服務問題。服務問題㈣響遊戲控制 台之製造商,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’且因而招致修理之成本(㈣或控制 台處於保修期内)。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/或控制台引起的銷售損失(或線上服 務使用)影響。 圖 1 說明諸如 S〇ny Playstati〇n⑧ 3、Micr〇s〇ft xb〇x 3_、Nintendo WiiTM、以wind_為基礎之個人電腦或 Apple Macintosh的先前技術視訊遊戲系統。此等系統中之 每一者包㈣於執行程式碼之巾央處理單元(mj)(通常為 139840.doc -29- 200942305 用於執行高階圖形操作之圖形處理單元(GPU)),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105 ;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(RAM)lOl ;用於在遊戲播放期間接收來自使用者之❹ 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)。Information on quantity. For example, [the reader can call the game developer's consumer service hotline and leave a message stating that when playing the game, the start of the game starts f(4), then I changes to solid blue and Pc; East knot. It provides the sqa team with very little information that is useful in tracking defects. One of the online connections Some games or applications sometimes provide more information under certain conditions. For example, the "Watchdog" process can sometimes be used to monitor whether a game or application "crashes". The watchdog process collects statistics about the state of the game or application process (eg, the state of use of the memory stack, the extent to which the game or application progresses, etc.) when the game or application crashes, and then proceeds via the Internet. Upload his information to the SQA team. However, in a complex game or application, the information can take a very long time to decrypt, in order to determine what the user is doing during the crash. Despite this, it is impossible to determine what sequence of events caused the crash. The problem associated with PCs and game consoles is that they suffer from service problems that are extremely inconvenient for consumers. Service Issues (4) The manufacturer of the game console, because it usually needs to send a special box to safely ship a damaged PC or console' and thus incur the cost of repair ((4) or the console is under warranty). Game or application software publishers may also be affected by sales losses (or online service usage) caused by PCs and/or consoles in the repair state. Figure 1 illustrates a prior art video game system such as S〇ny Playstati〇n8 3, Micr〇s〇ft xb〇x 3_, Nintendo WiiTM, wind_based PC or Apple Macintosh. Each of these systems (4) is used to execute the code processing unit (mj) (usually 139840.doc -29- 200942305 for the graphics processing unit (GPU) for performing high-level graphics operations), and for Multiple forms of input/output (1/〇) in communication with external devices and users. 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 games, code and data; for playing multiplayer games, for a network connection 105 containing games, patches, demos, or other media; a random access memory (RAM) 101 for storing code currently being executed by the CPU/GPU 100; used for receiving during use during game play The game controller 106 that inputs the command; and the display device 1〇2 (for example, sdtv/HDTV or computer monitor).

圖1中所展示之先前技術系統遭受若干限制。首先,與 RAM 101之存取速度相比較,光碟機1〇4及硬碟機Μ〗往往 具有緩慢得多的存取速度。當直接經由RAM 1〇1工作時,. 由於RAM 101通常具有高得多的頻寬且不會遭受光碟機構 之相對長的搜尋延遲的事實,Cpu/Gpu 1〇〇在實踐中可處 理比直接自硬碟機103或光碟機1G4讀出程式碼及資料時可❹ 能的每秒多邊形數多得多的每秒多邊形數。但僅有限量之 Ram提供於此等先前技術系統中(例如,256_512兆位元 組)。因此,常常需要「正在載入…」序列,其中rami〇i 被週期性地填以用於視訊遊戲之τ—個場景的H -些系統試圖同時地重疊程式碼之載人與遊戲播放,但 此僅可在存在已知序列之事件時進行(例如,若正沿道路 駕驶車,則可在駕駿車的同時載入路旁之正接近的建築物 139840.doc -30. 200942305 的幾何形狀)。對於複雜及/或快速場景改變,此類型 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^未 載入於RAM 101中之物件,則將導致動作之不連續,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 載入至RAM 101中。The prior art system shown in Figure 1 suffers from several limitations. First, the optical disk drive 1 & 4 and the hard disk drive tend to have a much slower access speed than the RAM 101 access speed. When working directly via RAM 1〇1, since RAM 101 typically has a much higher bandwidth and does not suffer from the relatively long search delay of the disc mechanism, Cpu/Gpu 1〇〇 can be processed in practice than direct When the program code and data are read from the hard disk drive 103 or the optical disk drive 1G4, the number of polygons per second can be much larger. However, only a limited amount of Ram is provided in such prior art systems (e.g., 256-512 megabytes). Therefore, a sequence of "Loading..." is often required, in which rami〇i is periodically filled with τ for a video game - H-systems attempt to simultaneously overlap the manned and game play of the code, but This can only be done in the presence of a known sequence of events (for example, if driving along a road, the geometry of the building that is approaching the roadside 139840.doc -30. 200942305 can be loaded while driving the car. ). This type of stack usually does not work for complex and/or fast scene changes. For example, if the user is in the middle of the campaign and 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 when the ^ is not loaded The object in the RAM 101 will cause a discontinuity in motion because there is not enough time to load the new object from the hard disk drive 1 or the optical disk drive 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 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,5〇〇億位元組或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2 球視訊遊戲可允許使用者在全世界的許多小組、玩家1運 動場當中選擇。對於每-小組、每—玩家及每—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,每__小組具有—唯—運動衫,每_者需要—唯一 紋理映射)。 用於解決此後者問題之一技術係:對於遊戲,一旦使用 者選擇了紋理及環境映射,就預先計算紋理及環境:射。 此可涉及許多計算上密集之過程,包括解壓縮影像、观 射、加陰影、組織資料結構等。因此,當視訊遊戲執行此 等計算時,對於使用者可能存在延遲。減少此延遲之—方 法原則上為:最初開發遊戲時執行所有此等計算_包括小 組、玩家名冊及運動場之每—排列。 遊戲之發行版本因而 139840.doc •31 · 200942305 將包括儲存於光學媒體104上或網際網路上之一或多個伺 服器上的所有此經預先處理之資料,當使用者作出選擇 時,僅經由網際網路將用於給定小組、玩家名冊、運動場 選擇的選定之預先處理之資料下載至硬碟機1〇3。然而, 作為實際問題,遊戲播放中可能的每個排列之該預先載入 之資料*Τ此輕易地為數太位元組(terabyte)之資料,其遠超 過現今的光學媒體器件之容量。此外,用於給定小組、= 家名冊、運動場選擇之資料可能輕易地為數億位元組之資 料或數億位元組以上之資料。在家庭網路連接之情況下 (例如,10 Mbps),經由網路連接1〇5下載此資料將比在本 端計算資料花費更長時間。 因此,圖1中所展示之先前技術遊戲架構使使用者在複 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需 要更多CPU/GPU處理能力。因此,即使採用無限量之 RAM,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,需要使用者每隔幾年升級遊戲硬體 以保持同步(或以較低品質水準玩較新遊戲)。比以往更高 階之視訊遊戲之趨勢的一後果為:用於家庭用途的玩視訊 遊戲之機器通常不具經濟效益,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 XBox 360來玩類似「戰羊機器(Gears of War)」之遊戲, 该遊戲要求高效能之CPU、GPU及數億位元組之ram,或 139840.doc -32· 200942305 者可能使用XBox 360來玩「吃豆(pac Man)」,其為來自20 世紀70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,XBox 360具有同時主機代管許多同 • 時的「吃豆」遊戲的足夠計算能力。 • 在一週之大多數小時中,通常切斷視訊遊戲機。根據 2006年7月Nielsen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一 φ 週中的全部小時之僅12%來玩控制台視訊遊戲。此意謂平 均視訊遊戲控制台在88%之時間内閒置,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 以降低購買價格(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 聯的成本。舉例而言,需要將系統之電子器件及機構容納 於外殼中。製造商需要提供服務保證。出售該系統之零售 Φ 商需要收取關於系統之銷售及/或關於視訊遊戲軟體之銷 售的利湖。所有此等因素添加視訊遊戲控制台之成本,該 成本必須由製造商來資助、傳遞至消費者,或者由製造商 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,Xbox 360安全系統在2_年7月破裂且使用者現在能夠線上下載 非法複本。可下載之遊戲(例如,用於叱或·之遊戲)特 139840.doc -33- 200942305 =易受經受盜版。在世界之特定區域(其中盜版管制不幻 ’實質上*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購買盜 版複本。X,在世界之許多地方,遊戲控制台之成本係收 入之向百分比,以致即使盗版受控制,亦很少有人可買得 起目前技術狀態之遊戲系統。 另外〔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,其可將軸出t給將遊戲轉 ❹ 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5G%的銷t減少。此係因$ :當使用 者知道即將發行較新版本之平台時,使用者停止購買用於 較舊平台之遊戲(例如’ #即將發行3時,使用 者停止購買Playstation 2遊戲)。組合起來,銷售之損失及 ”新平口相關聯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。 ❹ 新遊戲控制台亦非常昂責。Xbox 360、Nintendo Wii及Another problem with the system of Figure 1 is due to the limitations of the hard disk drive 1 and the storage capacity of the optical media. Although the disk storage device can be manufactured to have a relatively large storage capacity (for example, 500 million bytes or more than 500 million bytes), it is not provided for use in current video games. Sufficient storage capacity for a particular situation. For example, as previously described, a British 2-ball video game may allow a user to select among many groups, players 1 in the world. For each-group, per-player, and per-sports, a large amount of texture mapping and environment mapping is required to characterize the 3D surface of the world (for example, each __ group has a -only - jersey, each _ need - unique texture mapping ). One of the techniques used to solve this latter problem: For games, once the user has selected texture and environment mapping, the texture and environment are pre-computed: shot. This can involve a number of computationally intensive processes, including decompressing images, observing, adding shadows, organizing data structures, and the like. Therefore, when the video game performs such calculations, there may be a delay for the user. The method of reducing this delay is in principle: all such calculations are performed when the game is initially developed _ including the group, the player's roster, and each of the sports fields. The release version of the game thus 139840.doc • 31 · 200942305 will include all such pre-processed material stored on optical media 104 or on one or more servers on the Internet, when the user makes a selection, only via The Internet downloads selected pre-processed data for a given group, player roster, and sports field selection to the hard drive 1〇3. However, as a practical matter, the pre-loaded data for each of the possible permutations in the game play* is easily a terabyte of data far exceeding the capacity of today's optical media devices. In addition, the information used for a given group, = family roster, and sports field selection may easily be hundreds of millions of bytes of information or hundreds of millions of bytes of information. In the case of a home network connection (for example, 10 Mbps), downloading this data via the network connection 1〇5 takes longer than calculating the data on the local side. Thus, the prior art gaming architecture shown in Figure 1 allows the user to experience significant delays between large scene transitions of complex games. 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 require more CPU/GPU processing power over the years. Therefore, even with an unlimited amount of RAM, video game hardware requirements exceed the peak levels of processing power available in such systems. Therefore, users are required to upgrade their game hardware every few years to stay in sync (or play newer games at a lower quality level). One consequence of the trend of higher-order video games over the past is that machines that play video games for home use are often not economical because their cost is usually determined by the requirements of the highest-performance games they can support. For example, you might use XBox 360 to play a game like "Gears of War," which requires a high-performance CPU, GPU, and hundreds of millions of bytes of ram, or 139840.doc -32· 200942305 You might use XBox 360 to play Pac Man, a game from the 1970s that requires only a few thousand bytes of RAM and a very low-performance CPU. In fact, the XBox 360 has enough computing power to host many of the same Pacman games at the same time. • The video game console is usually cut off during most of the week. According to a July 2006 Nielsen Entertainment study of active gamers aged 13 and over, on average, active players spend 14 hours a week or only 12% of all hours in a φ week to play the console. Video game. This means that the average video game console is idle 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 (expected that the grant will be earned back from the royalties of future video games). • Video game consoles also incur costs associated with virtually any consumer electronics device. For example, the electronics and mechanisms of the system need to be housed in a housing. Manufacturers need to provide service guarantees. Selling the retail of the system Φ Merchants are required to receive sales of the system and/or Lihu for sales of video game software. All of these factors add to the cost of the video game console, which must be funded by the manufacturer, delivered to the consumer, or funded by both the manufacturer and the consumer. 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 Xbox 360 security system ruptured in July of the next 2 years and users can now download illegal copies online. Downloadable games (for example, games for 叱 or ·) 139840.doc -33- 200942305 = vulnerable to piracy. In a specific region of the world (where piracy control is not illusory 'substantially* there is a viable market for independent video game software, because users can easily purchase pirated copies at a fraction of the cost with legitimate copies. X, in the world In many places, the cost of the game console is a 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 games used reduces the revenue of the video game industry. When the user becomes bored with the game, he can sell the game to the store that sells the game to other users. This unauthorized but common practice significantly reduces the revenue of the game publisher. Similarly, 'when each When there is a platform change every few years, there is usually a reduction of about 5G% of sales. This is due to the fact that when the user knows that a newer version of the platform will be released, the user stops buying games for the older platform (eg ' #后发布3, the user stopped buying the Playstation 2 game). Combined, the loss of sales and the increase of the "new flat mouth" Development costs may have on the profitability of game developers of the very significant adverse effects. ❹ new game console is also very expensive responsibility .Xbox 360, Nintendo Wii and

Sony Playstation 3均以數百美元零售。冑能力之個人電腦 遊戲系統可花費高達$8〇〇〇。此表示使用者之顯著投資, 特定言之’考慮到硬體在幾年後變陳舊及許多系統係為孩 子而購買的事實。 上述問題之:¾法係線上遊戲,其中將遊戲程式碼及資 料主機代管於飼服器上且按要求將其遞送至用戶端機器, 經壓縮之視訊及音訊經由數位寬頻帶網路而串流。一些公 139840.doc •34· 200942305 司(諸如’ Finland之G-Cluster ’其現在為日本之 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dsl . 及電纜電視提供者提供之彼等網路)中可用。此等系統之 . 較大缺點係延時之問題,亦即,信號行進至遊戲飼服骂及 自遊戲伺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」中。快速動作視訊遊戲(亦稱為「極速 ❹ (twitch)」視訊遊戲)在使用者藉由遊戲控制器執行動作之 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 需要非常低的延時。需要低延時,以使得使用者感覺到遊 戲「即刻地」回應。可視遊戲之類型及使用者之熟練程度 - 而以不向延時間隔來滿足使用者。舉例而言,對於緩慢的 • 非正式遊戲(類似西洋雙陸棋)或缓慢動作角色扮演遊戲而 言,100毫秒之延時可能係可容忍的,但在快動作遊戲 中,超過70毫秒或80毫秒之延時可引起使用者在遊戲中更 ❹ 拙劣地表現,且因此不可接受。舉例而言,在需要快反應 時間之遊戲中,當延時自5〇毫秒增加至100毫秒時,存在 準確度之銳降。 备遊戲或應用伺服器安裝於附近的受控網路環境或至使 用者之網路路徑可預測及/或可容忍頻寬峰值的網路環境 中時,在最大延時以及延時之一致性方面,控制延時容易 传多(例如,因此使用者經由網路觀察到來自數位視訊串 收之穩定運動)。該程度之控制可在以下達成:在電纜TV 網路頭端至電纜TV用戶之家庭之間,或自DSL中央辦公室 139840.doc •35· 200942305 至胤用戶之家庭,或在來自伺服器或使用者之商業辦公 室區域網路(LAN)環境Π有可能獲得商業之間的呈 有得到保證之頻寬及延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伺服器 中心中且接著經由寬頻帶連接而使經廢縮之視訊串流至使 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,使用者可具有用於寬頻 帶服務之DSL_數據機。該等寬頻帶服務通常招致使 用者之家庭與通用網際網路之間的多達25毫秒之來回行程 l時(且有時更夕)。另外,存在由於經由網際網路將 路由至祠服器中心而招致的來回行程延時。經由網際網路 之延時基於給出資料之路線及資料被路由時資料所招致之 延遲而改變。除路由延遲之外,亦由於光穿過互連大多數 網際網路之光纖的速度而招致來回行程延時。舉例而丄 對於每一 1000英里,由於光穿過光纖之速度及其他_而 招致約22毫秒之來回行程延時。 額外延時可由於經由網際網敗由 除凋路串流之貢料的資料速率而 招致。舉例而言,若使用者具有以「㈣咖飢服務 售之DSL服務,則在實踐中,❹者將很可能最多得=、 於5 Mbps之下行輸送量’且將可能週期性地看見由於 因素(諸如,峰值載入時間期間在數位用戶線存取多工。 (DSLAM)處之擁擠)產生的連接降級。若經由相鄰==器 之本端共用同軸電纔中存在擁擠或電規數據機系統網:: 139840.doc •36· 200942305 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,若一切皆適當地工作,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 馨’情形下’封包將被丟棄’導致丢失資料,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 延時。不同擁擠點具有用於保存經延遲之封包的不同排入 符列容量,因此在一些狀況下,立即將不可成功解決擁擠 《封包丢棄。在其他狀況下,將數百萬位元之資料排入仔 • ^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,且一旦超過彼等限制,佇列將溢出 且封包將被丟棄。因此,為了避免招致額外延時(或更糟 〇 地,封包之丟失)’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。 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。當在伺服器上執行之視訊遊戲 _ i在計算待顯示之下—個圖框時,進—步招致延時。當前 可用之視訊壓縮演算法遭受高資料速率或高科。舉例而 • 言,運動丨咖為僅㈣有損之壓縮演算法,其特徵為低延 $。視訊之每一圖框獨立於視訊之每一其他圖框而壓縮。 當用戶端器件接收經壓縮之運動讣£(}視訊的一圖框時,其 139840.doc •37- 200942305 可立即解壓縮該圖框且顯示該圖框,從而導致非常低之延 時。但因為每一圖框係分開進行壓縮,所以演算法不能夠 利用相繼圖框之間的類似性’且因此僅框内視訊壓縮演算 法遭受非常高之資料速率。舉例而言,6〇 fps(每秒圖框 數)64〇><480運動评即視訊可能需要4〇 Mbps(每秒百萬位 . 元)或40 Mbps(每秒百萬位元)以上之資料。用於該等低解 · 析度視訊窗之該等高資料速率在許多寬頻帶應用程式中將 係過於昂貴(且對於大多數消費者的以網際網路為基礎之 應用程式的確如此)。另外,因為每一圖框經獨立壓縮,❹ 所以可旎由於有損壓縮而產生的圖框中之假影可能出現於 相繼圖框中之不同位置處。此可導致當解壓縮視訊時,在 檢視者看來為移動的視覺假影。 其他壓縮,貝具法(諸如’來自Micr〇s〇ft公司之mpeg2、 H.264或VC9)當用於先前技術組態中時,可達成高壓縮比· 率,但以高延時為代價。該等演算法利用框間壓縮以及框 内塵縮。週期性地,該等演算法執行圖框之僅$内壓縮。 此種圖框被稱為關鍵圖框(通常稱作「。圖框接著,此 © 等廣算法通常將I圖框與先前圖框與相繼圖框兩者相比 ,。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 ,彼等改變儲存為:「B」圖框(對於i圖框之前的改變)及 「P」圖框(對於I圖框之後的改變)。此導致比僅框内壓縮 低得多的資料速率。Sony Playstation 3 is retailed for hundreds of dollars. The PC gaming system can cost up to $8. This represents a significant investment by the user, in particular, considering the fact that the hardware became obsolete in a few years and many systems were purchased for the child. The above problem: 3⁄4 method is an online game in which the game code and data host are hosted on the feeding device and delivered to the client machine as required, and the compressed video and audio are serialized via a digital broadband network. flow. Some of the 139840.doc •34·200942305 divisions (such as 'G-Cluster of Finland', which is now a subsidiary of SOFTBANK Broadmedia in Japan) currently offer such services online. Similar gaming services become available in local networks such as hotels and their networks provided by dsl. and cable TV providers. The disadvantage of these systems is the delay, that is, the time it takes for the signal to travel to the game console and travel from the game server. The game server is usually located in the "head end" of the operator. Fast motion video games (also known as "twitch" video games) require very low latency between when the user performs the action by the game controller and when the display screen is updated to show the result of the user action. . A low latency is required to make the user feel the game respond "immediately". The type of visual game and the proficiency of the user - and the user is not required to be delayed. For example, for slow • informal games (like backgammon) or slow action role-playing games, a 100 millisecond delay may be tolerable, but in fast action games, over 70 milliseconds or 80 milliseconds. The delay can cause the user to perform worse in the game and is therefore unacceptable. For example, in a game that requires fast response time, there is a sharp drop in accuracy when the delay is increased from 5 〇 milliseconds to 100 milliseconds. When the game or application server is installed in a nearby controlled network environment or when the user's network path is predictable and/or tolerant of peak bandwidth, in terms of maximum latency and latency consistency, The control delay is easy to pass (for example, the user observes a steady motion from the digital video capture via the network). This level of control can be achieved either between the cable TV network head end and the cable TV user's home, or from the DSL Central Office 139840.doc •35· 200942305 to the user's home, or from the server or user The commercial office area network (LAN) environment is likely to obtain a targeted, point-to-point private connection between businesses with guaranteed bandwidth and latency. But in the game or application system that hosts the game console in a server center connected to the universal Internet and then streams the shrunk video to the user via a broadband connection, many factors cause delays, resulting in A severe limitation in the deployment of prior art systems. In a typical broadband wideband family, the user can have a DSL_data machine for broadband service. These broadband services typically incur up to 25 milliseconds of travel between the user's home and the universal Internet (and sometimes even later). In addition, there is a round trip delay due to routing to the server center via the Internet. The delay through the Internet changes based on the delay in the route of the given data and the data being routed. In addition to routing delays, tripping delays are also incurred due to the speed of light passing through the fibers interconnecting most of the Internet. For example, for every 1000 miles, a round trip delay of about 22 milliseconds is incurred due to the speed of light passing through the fiber and other _. The extra delay can be incurred due to the data rate of the tribute of the rushing stream through the Internet. For example, if the user has a DSL service sold under "(4) hunger service, in practice, the latter will most likely have = at least 5 Mbps under the throughput" and will likely see the factors periodically (such as during the peak load time during the digital subscriber line access multiplex. (DSLAM) congestion) resulting in the degradation of the connection. If the coaxial power is shared by the local end of the adjacent == device, there is congestion or electrical data. Machine System Network: 139840.doc •36·200942305 There is congestion elsewhere, a similar problem can arise, reducing the data rate of the cable modem used for the sale of the "6 Mbps Cable Data Server Service" to Far less than the data rate. If the data packet under the stable rate of 4 Mbps is unidirectionally self-serving in the User Datagram Protocol (UDP) format, the server center streams through these connections, and if everything works properly, the data packet Will pass without incurring additional delays, but if there is congestion (or other obstruction) and only 3.5 Mbps can be used to stream data to the user, then in the case of 'Xin', the packet will be discarded' resulting in lost data, or The packet will be queued at the point of congestion until it can be sent 'by taking an extra delay. Different congestion points have different capacity for storing the delayed packets, so in some cases, the congestion will not be successfully resolved immediately. In other cases, millions of bits of data are sorted into • and finally sent. However, in almost all cases, the queue at the point of congestion has a capacity limit, and once it exceeds these limits, the queue will overflow and the packet will be discarded. Therefore, in order to avoid incurring additional delays (or worse, loss of packets), it is necessary to avoid exceeding the data rate capacity from the game or application server to the user. Delays are also incurred due to the time required to compress the video in the server and decompress the video in the client device. When the video game _i executed on the server is calculating the frame to be displayed, the step is delayed. Currently available video compression algorithms suffer from high data rates or high-tech. For example, the term “sports” is a (four) lossy compression algorithm characterized by a low extension of $. Each frame of the video is compressed independently of each other frame of the video. When the client device receives a frame of compressed motion ( (} video, its 139840.doc •37- 200942305 can immediately decompress the frame and display the frame, resulting in a very low latency. Each frame is compressed separately, so 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 (per second) Frame number) 64〇><480 motion review video may require 4 Mbps (million bits per second) or 40 Mbps (megabits per second) or more. For these low solutions · The high data rates of the resolution video window will be too expensive in many broadband applications (and indeed for most consumer Internet-based applications). Also, because each frame Independently compressed, so artifacts in the frame due to lossy compression may appear at different locations in successive frames. This can result in the viewer being seen as moving when decompressing the video. Visual artifacts. Other pressures The bedding method (such as 'mpeg2, H.264 or VC9 from Micr〇s〇ft') can be used in prior art configurations to achieve high compression ratios, but at the expense of high latency. The algorithm utilizes inter-frame compression and in-frame dust reduction. Periodically, these algorithms perform only intra-frame compression of the frame. This type of frame is called a key frame (usually called ". Frame followed by this The equal-width algorithm usually compares the I frame with both the previous frame and the successive frame. Instead of compressing the previous frame and the subsequent frame independently, the algorithm determines the image from the I frame to the previous frame and What changes have been made to successive frames, and then their changes are stored as: "B" frame (for changes before i frame) and "P" frame (for changes after I frame). This leads to comparison The frame compresses a much lower data rate.

手仁疋’其通常以較高延時為代價。I 圖框通常比Β圖框式Ρ圓1 固汇A P圖框大得多(常常大10倍),且因此, 139840.doc -38. 200942305 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 I框内’存在29個B圖框+3(^Ρ圖 . 框=59個框間,或對於每一「圖框群」(GOP)總共60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 尚m3質之視讯,壓縮演算法將產生2 Mbps資料流,且給定 ❹ 上述比率’此將產生每框内2百萬位元(Mb)/(59+10)=30,394 個位元及每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 汛圖框之延時。因為〗圖框最大,所以〗圖框引入最長傳輸 延時,且整個I圖框將必須在可解壓縮及顯示〗圖框(或取決 〇 於I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j圖框相對於圖框之平均大小的大的大小 而經受長延時。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 吻°己住’上述分析假定p圖框及B圖框均比I圖框小得多。 139840.doc -39- 200942305 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!圖框一般大(若p圖框或^ 框變得比I圖框大,則尖端壓縮演算法通常將「強制」工圖 框且用I圖框替換P圖框或B圖框)。因此,〗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圊框或B圖框之高峰值資料速 〇 率導致高圖框延時。 當然,上述論述僅特徵化由G〇p中之大的6圖框、p圖框 或I圖框產生的壓縮演算法延時。若使用8圖框,則延時 將更高。此之原因係因為在可顯示3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It is usually at the expense of higher latency. The I frame is usually much larger (usually 10 times larger) than the framed circle 1 consolidating AP frame, and therefore, 139840.doc -38. 200942305 is proportionally longer at a given data rate transmission. time. Consider, for example, a case where the I frame is 10 times the size of the B frame and the p frame and there are 29 B frames + 3 for each single I frame (^Ρ图. Box=59 Between boxes, or for each "frame group" (GOP) a total of 60 frames. Therefore 'at 60 fps, there is one 60 frame GOP per second. Suppose the transmission channel has a maximum data rate of 2 Mbps. In order to achieve the most m3 video in the channel, the compression algorithm will generate a 2 Mbps stream and 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 play video stably, it needs to be decompressed at regular intervals (for example, 60 fps). In order to achieve this result, if any frame is subject to transmission delay, all frames need to be delayed - at least one delay, so the worst case frame delay will be defined for each view frame. Delay. Because the frame is the largest, the frame introduces the longest transmission delay, and the entire I frame will be Received before the decompressible and display frame (or between any frames depending on the I frame). Assuming a channel data rate of 2 Mbps 'transfers an I frame will cost 3〇3,935/2 Mb=145 milliseconds An inter-frame video compression system (as described above) that uses a large percentage of the bandwidth of the transmission channel will experience long delays due to the large size of the j-frame relative to the average size of the frame. Or, in other words, when the prior art box The inter-compression algorithm achieves a lower average data rate per frame than the in-frame compression algorithm (eg, 2 MbPs versus 40 Mbps), which still suffers from high peak per frame data rates due to large I-frames (eg, 303, 935 * 60 = 18.2 Mbps). But the kiss has lived. 'The above analysis assumes that both the p-frame and the B-frame are much smaller than the I-frame. 139840.doc -39- 200942305 Although this is generally true, but for the previous and Frames, high motion, or scenes with unrelated high image complexity are not valid. In these cases, the P or B frame can become larger than the ! frame (if p frame or ^ The box becomes larger than the I frame, then the tip compression algorithm passes Replace the P-frame or the B-frame with the I-frame. Therefore, the frame size can be peaked at any time in the digital video stream. Therefore, Compressed video, 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 requirement for video) 'from the I frame or the large P frame or B frame The high peak data rate results in a high frame delay. Of course, the above discussion only characterizes the compression algorithm delays generated by the large 6-frame, p-frame or I-frame in G〇p. If you use the 8 frame, 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 3 frame can be displayed. So in such as

BBBBBIPPPPPBBBBBIPPPPP之圖片群(G〇p)序列中其中 在每一 Ϊ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)_流則在 可解壓縮第一Β圖框之前,不管頻道頻寬如何快,接收五 個Β圖框及Ϊ圖框將花費16·67*6 = 1〇〇毫秒,且此係僅5個8 圖框之情況。具有30個Β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I 小而引起的延時影響很大程度上添加至由於等待B圖框到 達而產生的延時影響。因此,在2 Μ—頻道上,在大以 139840.doc -40· 200942305 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5 0 0毫秒以上之延時相當容易。若不使用B圖框(對於給 定品質水準,以較低壓縮比率為代價),則不招致B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GOP結構的視訊壓縮演算法很大程度上被最佳化以 ❿ 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 一起使用。通常,相機(真實相機,或者電腦產生之動畫 之狀況下的虛擬相機)及場景相對穩定,僅因為若相機或 場景太顛簸地來回移動,則視訊或電影材料(a)通常觀看起 ' 來令人不愉快,且(b)若其正被觀看,當相機突然來回顛簸 . 時,檢視者通常不能夠緊密地跟隨該動作(例如,若相機 在拍攝吹滅生日蛋糕上之蠟燭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,而 參 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不 移動,從而導致根本非常少之資料峰值。但3D高動作視訊 遊戲係藉由恆定運動來特徵化(例如,考慮3D競賽,其中 . 整個圖框在競賽之持續時間中處於快速運動中,或者^慮 第-人稱射擊遊戲’其中虛擬相機恆定地顛簸地來回移 •動卜該等視訊遊戲可產生具有大的及頻繁的峰值之圖框 序列,其中使用者可能需要清楚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 139840.doc 41 200942305 遠不可容忍。因此,許多視訊遊戲之視訊輸出(由於其性 質)產生具有非常咼且頻繁之峰值的經壓縮之視訊流。 假定快動作視訊遊戲之使用者對於高延時具有小的容忍 度且給疋所有上述延時原因,至今存在對於使視訊在網 際網路上串流的伺服器主機代管之視訊遊戲的限制。另 外,若需要高度互動性之應用程式係主機代管於通用網際 網路上且使視訊串& ’則該等應用程式之使用者遭受類似 限制。5玄等服務需要網路組態,纟中主機代管伺服器直接 設置於頭端(在電境寬頻帶之狀況下)或中央辦公室(在數位 用戶線(DSL)之狀況下)中,或商業背景中之LAN内(或經特 別分級之私用連接上),以便控制自用戶端器件至伺服器 之路線及距離以最小化延時且可適應峰值而不招致延時。 LAN(通常額定在1〇〇 仍㈣及具有足夠頻寬之租用 線路通常可支援峰值頻寬要求(例如,18 Mbps峰值頻寬為 100 Mbps LAN容量之一小分率)。 若進行特殊適應,則峰值頻寬要求亦可由住宅寬頻帶基 礎架構來適應。舉例而言,在電缓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r圖框 之峰值。此外’在DSL系統上,可供應較高速度之肌數 據機(慮及高峰值),或可供應可處理較高資料速率之經特 另J刀級的連接。但是,附接至通用網際網路之習知電繞數 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 139840.doc •42- 200942305 住宅寬頻帶連接經由網際網路而使經壓縮 出串流)遭受顯著之延時及峰值頻寬要求_尤其對 .射擊遊戲及其他多使用去 私式(例如,第一人稱 • _、 互動式動作遊戲,或需要快回 •應時間之應用程式)。 【實施方式】 本揭示案將自以下[實施方式]及附圖而更完全地理解, ❹’、’、而’其不應用於將所揭示之標的物限於所展示之特定實 施例,而僅用於說明及理解。 在=描迷十闡述特定細節(諸如,器件類型、系統組 方法等),以便提供對本揭示案之徹底理解。然 '@…般熟目關技術者應瞭解,實踐所描述之該等實施 . 例可能不需要此等特定細節。 4❻ 圖2a至圖孔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 ❹務下由使用者場所川(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222的通用電 腦(諸如,以Microsoft籾祕^或以刪為基礎之%或 Apple公司之Macintosh電腦),或者其可為將視訊及音訊輪 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 139840.doc •43· 200942305 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—者可具有其自身的使用者輸入器件 (例如’鍵盤、按鈕、觸摸螢幕、追蹤板(track pad)或慣性 感測棒(mertia丨-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21〇包括各種效能位準之伺服器(包 括具有高能力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2〇6傳輸至主 機代官服務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 向右移動的視訊影像序列)。接著使用低延時視訊壓縮器 壓縮此視訊影像序列’且主機代管服務2丨〇接著經由網際 網路206而傳輸低延時視訊流。家庭或辦公室用戶端器件 接著解碼經壓縮之視訊流並將經解壓縮之視訊影像再現於 監視器或τν上。因此,顯著地減少用戶端器件205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 139840.doc -44 - 200942305 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Inte丨公司雙核cpu能夠解壓縮使用諸如 H.264及Windows媒體VC9之壓縮器編碼的72〇p hdtv)。 .· 必匕外,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(諸 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入及解壓縮視 φ ㈣功能’家庭用戶端器件2〇5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1中所展示之 先前技術視訊遊戲系統)。 、隨著遊戲及應用程式軟體變得更複雜及更具照片般逼真 • 感,其將需要較高效能之CPU、GPU、較多RAM,及較大 • ^交快之磁碟冑,且可使主機A管服務210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室用戶 端平台205升級,因為將藉由給定視訊解壓縮演算法而使 ❹ 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。 卜因為遊戲及應用程式軟體僅在主機代管服務21〇 +之飼服器中執行’所以在使用者之家庭或辦公室(除非 ^外有條件’否則如本文中所使狀「辦公室」將包括任 何非住毛背景’包括(例如)教室)中決不存在遊戲或應用程 弋軟體之複本(光學媒體之形式,或者為經下載之軟體)。 此顯著減輕遊戲或應用程式軟體被非法複製(盜版)之可能 139840.doc -45- 200942305 性’以及減輕可由遊戲或應用程式軟體使用的有價值之資 料庫被盜版之可能性。實際上,若需要專門化的伺服器 (例如,需要非常昂貴的、大的或有噪音的設備)來播放對 於家庭或辦公室使用不可行之遊戲或應用程式軟體,則即 使獲得遊戲或應用程式軟體之盜版複本,其亦將不可在家 庭或辦公室中操作。 微代管服務210向設計視訊遊 在一貫施例中 戲或應用程式軟體開發商(其大體指代軟體開發公司、遊 戲或電影工作室,或遊戲或應用程式軟體出版商)22〇提供 軟體開發工具,以使得其可設計能夠在主機代管服務21〇 上執打之遊戲。該等工具允許開發商利用主機代管服務之 特徵(該等特徵通常在獨立pc或遊戲控制台中將不可 用)(例如’快速存取複雜幾何形狀的非常大之資料庫(除非 另外有條# $則「幾何形狀」將在本文中用於指代界定 3D資料集之多邊形、紋理、 .a ^ 及參數))。 t照明、^及其他組件 Ο 在此架構下’不同商業模型係可能的。在—模型下,主 機代管服務210自終端使用者 丁用費用且向開發商220 叉付版稅’如圖2a中所展千。+ ϋ , _、 展不在替代實施中(圖2b中所展 不),開發商220直接自使用者收 π 1人取。丁用費用且向主機 服矛力210支付用於主機代管 此等λ太戳次應用程式内容的費用。 此專基本原理不限㈣於提供線 管之任何特定商業模型。 雜域用程式主機代 經壓縮之視訊特性 I39840.doc -46- 200942305 如先則所論述,線上提供視訊遊戲服務或應用程式軟體 服務之一顯著問題在於延時。7〇毫秒_8〇毫秒之延時⑶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 / 時刻)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2a及圖2b中 • 所展示之架構的情況下非常難以達成。 如圖3中所指示,當使用者訂用網際網路服務時,連接 φ 豸常額定為至使用者之家庭或辦公室的標稱最大資料速率 301。取決於提供者之策略及路由設備能力,彼最大資料 速率可或多或少被嚴格地強制執行,但通常由於許多不同 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纜數據機迴路上存在 過多網路訊務,或可能在電纜線上存在雜訊,從而引起丟 棄之封包,或提供者可能建立每使用者每月最大數目之位 兀。當前,用於電纜及DSL服務之最大下行資料速率通 φ 常在數百千位元/秒(KbP〇至30 Mbps之範圍内。蜂巢式 服務通常限於數百Kbps之下行資料。然而,寬頻帶服務^ 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。當前,一些分析者估計33%之美國寬頻帶用戶具有 2 Mbps或2 Mbps以上之下行資料速率。舉例而言,—些分 析者預測:至2010年止,超過85%之美國寬頻帶用戶將具 •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302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況 139840.doc -47- 200942305 下,有時難以預測用於特定視訊流 若斟柃Μ +曰 見丨不可用資料速率。 、;寺疋ΐ之場景複雜度及運動在給 數(㈣下以給定解析度(例如,64〇χ4 ^秒圖框 定品質位準所需的資料速率3。3升乂?°㈣維持給 料速率302(如藉由圖3中 貫際了用取大貧 曰身。與以^ Τ之峰值才日不)’則可出現若干問 手例而έ,一些網際網路 较蚀田土>、 灯值丟棄封包,從而導 像1 螢幕上的丟失的資料及失真的/丟失的影 ,、他服務將暫時緩衝(亦即,排人㈣)額外封包且以 可用資料速率將該等封包提供 而從而導致延時之 增加-對於許多視訊遊戲及應用程式而言為不可接受的社 果。最後,一些網際網路服務提供者將資料速率之增加: 為惡意攻擊(諸如,否切服潞 服務攻擊(由電腦黑客用以使網路 連接停用的熟知技術,且將在 — ㈣且將在特疋時間週期中切斷使用 者之網際網路連接。因此’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 率〇 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21〇的架構。主 機代管服務21G可定位於單—伺服器中心中 複數個伺服器中心而分散( ^ 刀敢(以為具有比其他者低延時的至 特定飼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,且在一或多個伺服器中心出故障 之狀況下提供冗餘)。主機代f服務21()最終可包括成千上 萬個或甚至數百萬個伺服器4〇2,從而伺服非常大之使用 139840.doc -48· 200942305 者基礎(user base)。主機代管服務控制系統4〇1提供對主機 代管服務210之總體控制,且指引路由器、伺服器、視訊 壓縮系統、计費及帳務系統等。在一實施例中,主機代管 .. 服務控制系統401實施於以Linux為基礎之分散式處理系統 上,該處理系統綁定至用於儲存用於使用者資訊、伺服器 貧讯及系統統計資料之資料庫的RAID陣列。在上述描述 中,除非歸因於其他特定系統,否則由主機代管服務21〇 實施之各種動作由主機代管服務控制系統401來起始及控 ^ 制。 主機代管服務210包括許多伺服器4〇2,諸如當前可自 Intel、IBM及Hewlett Packard及其他者得到的彼等伺服 . 器。或者,可將伺服器402裝配成定製組件組態,或者最 • 終可將伺服器整合以便將整個伺服器實施為單一晶 片。儘管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 ❹ 數百萬個以上伺服器402的伺服器。伺服器402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及GPIJ ;具有相同 量及相同類型/速度之RAM;及具有相同RAM組態),或伺 服器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%之伺服器以又一方式組態),或每個伺服器4〇2可不 同。 139840.doc •49· 200942305 ^-實施例中,伺服器衛無磁碟亦即, 自身的本端大容量儲存哭f 八有其 歸仔(其為光學或磁性儲存器,或者 以半導體為基礎之儲存器,諸 一 快閃記憶體或伺服類似功 月匕之其他大谷置儲存構件),每— ^ 伺服盗經由快速底板或 網路連接而存取共用的大容量儲存器。在—實㈣中,2 快逮連接為連接至獨立冗餘磁碟陣列(raid)奶系列之錯 存區域網路(SAN)彻,在使用超高速乙太網路實施之器 件之間具有連接。如熟習此項技術者已知的,證彻可 用於將許多RAID陣列彻組合在—起,從而導致極高之頻 寬-接近或可能超過可自用於當前遊戲控制台及pc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⑽轉列經常具有顯著的搜尋時間存取延時但基 於半導體儲存器之RAID陣列可實施為具有低得多的存取 延時。在另一組態中,一些或所有伺服器4〇2在本端提供 一些或所有其自身的大容量儲存器。舉例而言,伺服器 402可將頻繁存取之資訊(諸如,其作業系統及視訊遊戲或 應用程式之複本)儲存於以低延時本端快閃記憶體為基礎 之儲存器上,但其可利用SAN來存取基於旋轉媒體之具有 較高搜尋延時之RAID陣列405,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,在一實施例中’主機代管服務21〇使用下文詳細 描述的低延時視訊壓縮邏輯404。視訊壓縮邏輯404可以軟 體、硬體或其任何組合來實施(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 139840.doc -50- 200942305 輯。In the picture group (G〇p) sequence of BBBBBIPPPPPBBBBBIPPPPP, there are 5 B frames before each frame, and only the video decompressor can display the first after receiving the subsequent /8 frame and I frame. B frame. Therefore, if the video is streamed at 60 fps (ie, 16.67 milliseconds/frame), then before the first frame can be decompressed, no matter how fast the channel bandwidth is, five frames and thumbnails are received. The box will cost 16.67*6 = 1〇〇 milliseconds, and this is the case for only 5 8 frames. A compressed video sequence with 30 frames is quite common. In addition, at a low channel bandwidth such as 2 Mbps, the delay effect due to the small I of the j frame is largely added to the delay caused by waiting for the B frame to arrive. Therefore, on the 2 Μ-channel, in the case of 139840.doc -40· 200942305, it is quite easy to use the delay of the prior art video compression technology over 5 milliseconds or more than 500 milliseconds. If the B-frame is not used (at the expense of a lower compression ratio for a given quality level), then the B-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 GOP structure described above is largely optimized for use with live video or movie material that is intended to be used for passive viewing. Usually, the camera (real camera, or virtual camera in the state of the animation generated by the computer) and the scene are relatively stable, just because if the camera or scene moves too far and bumpy, the video or movie material (a) usually looks at the order. People are unpleasant, and (b) if they are being watched, when the camera suddenly bumps back and forth, the viewer is usually unable to follow the action closely (for example, if the camera is disturbed while shooting the child who blows out the candle on the birthday cake) And suddenly bumping back and forth between the cakes, the viewers usually focus on the children and the cake, and 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 not moved at all, resulting in very little data spikes. But 3D high-motion video games are characterized by constant motion (for example, considering 3D competitions, where the entire frame is in fast motion during the duration of the competition, or the first-person shooter game where the virtual camera is constant) Moving back and forth bumpyly • These video games can produce a sequence of frames with large and frequent peaks, where the user may need to clearly see what happened during their sudden movements. Therefore, in 3D high motion In video games, compression artifacts 139840.doc 41 200942305 are far intolerable. Therefore, the video output of many video games (due to their nature) produces a compressed video stream with very sharp and frequent peaks. The user has a small tolerance for high latency and gives all of the above delay reasons, so far there are limitations on video games hosted by server hosts that stream video over the Internet. In addition, if highly interactive applications are required The program host is hosted on the universal Internet and the video strings & 'these applications are made The user suffers from similar restrictions. 5 Xuan and other services require network configuration, and the host hosting server is directly set at the head end (in the case of wide-band environment) or the central office (in the case of digital subscriber line (DSL)). In the middle, or in the LAN in the commercial context (or on a specially graded private connection), to control the route and distance from the client device to the server to minimize latency and adapt to peaks without incurring delays. (Typically rated at 1 〇〇 still (4) and leased lines with sufficient bandwidth usually support peak bandwidth requirements (for example, 18 Mbps peak bandwidth is one of the 100 Mbps LAN capacity fractions). Peak bandwidth requirements can also be accommodated by residential broadband infrastructure. For example, on an electrical τν system, a dedicated bandwidth can be given for digital video traffic, which can handle peaks such as large r frames. In addition, 'on the DSL system, a higher speed muscle data machine (considering high peaks) can be supplied, or a special J-knife connection that can handle higher data rates can be supplied. However, attached to the general purpose The familiar network around the data machine and DSL infrastructure is far from tolerant for peak bandwidth requirements for compressed video. Therefore, online services (hosting video games or application hosts to the client) The device is long-distance in the server center, and 139840.doc •42- 200942305 residential broadband connections cause compressed delays and peak bandwidth requirements via the Internet. _ Especially for shooting games and other Use de-private (for example, first-person _, interactive action game, or application that requires quick return/time). [Embodiment] The present disclosure will be further described in the following [Embodiment] and the accompanying drawings. It is to be understood that the invention is not intended to be limited Specific details (such as device type, system group method, etc.) are set forth in the description to provide a thorough understanding of the present disclosure. However, '@...the skilled technicians should be aware of the implementations described in the practice. Examples may not require such specific details. 4❻ Figure 2a to Figure 2 provides a high-level architecture of two embodiments, in which the video game and software application are hosted by the host hosting service 21 and hosted by the user service under the subscription service (note, "Use "where" means that wherever the user is located, if the mobile device is used, including the outdoor device, the client device 205 is via the Internet 2〇6 (or other public or private network). access. The client device 2〇5 can be a general-purpose computer having an internal or external display device 222 with a wired or wireless connection to the Internet (such as Microsoft Corporation or Microsoft-based Macintosh computers). ), or it may be a dedicated client device (such as a wired or wireless connection to the Internet) that will turn video and audio out to a monitor or television 222, such as a set-top box, or it may be speculated to be 139840.doc • 43· 200942305 Comes with mobile devices with wireless connectivity to the Internet. Any of these devices may have their own user input devices (eg, 'keyboard, buttons, touch screens, track pads or mertia丨-sensing wands, video capture cameras 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) Cameras, etc.) As described in more detail below, the colocation service 21 includes servers of various performance levels (including those with high capability 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 the keyboard and/or controller input from the user' and then enters the controller via the Internet 2〇6 Transfer to the host agency service 210, in response to which the host hosting service 21 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 A button that directs the person on the screen to move to the right, the game program will then produce a sequence of video images showing the person moving to the right. The video image sequence is then compressed using a low latency video compressor and the colocation service 2 then transmits the low latency video stream over the internet 206. The home or office client device then decodes the compressed video stream and reproduces the decompressed video image on a monitor or τν. Therefore, the computational and graphics hardware requirements of the client device 205 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 139840 .doc -44 - 200942305 Any personal computer can do this in software on its CPU (for example, Inte's dual-core cpu running at about 2 GHz can decompress compressors using H.264 and Windows Media VC9 72〇p hdtv). In addition, in the case of any client device, the dedicated chip can also be executed at a much lower cost than the general-purpose CPU and much less power consumption than the general-purpose CPU (such as required by modern PCs). Used for video decompression of these standards. Notably, in order to perform the transfer controller input and decompression view φ (four) function 'home client device 2 〇 5 does not require any special graphics processing unit (GPU), CD player or hard drive (such as Figure 1 The prior art video game system shown in the middle). As games and application software become more complex and more photo-realistic, they will require higher performance CPUs, GPUs, more RAM, and larger • faster disks. The computing power at host A pipe service 210 is continuously upgraded' but the end user will not need to upgrade the home or office client platform 205 because the home or office client will be enabled by a given video decompression algorithm. The processing requirements of platform 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. Because the game and application software is only executed in the console service of the colocation service 21〇+, so in the user's home or office (unless there are conditions other than ^), the "office" as described in this article will include There is never a copy of the game or application software (in the form of optical media, or downloaded software) in any non-domestic background including, for example, a classroom. This significantly reduces the possibility of illegal copying (piracy) of games or application software and the possibility of pirating valuable libraries that can be used by games or application software. In fact, if you need a specialized server (for example, a very expensive, large or noisy device) to play games or application software that is not feasible for home or office use, even if you get a game or application software. A copy of the pirated copy will not be operated in the home or office. Micro-management service 210 provides software development to design video games in a consistent application or application software developer (which is generally referred to as a software development company, a game or movie studio, or a game or application software publisher). Tools so that it can be designed to be able to play games on the colocation service 21〇. These tools allow developers to take advantage of the features of colocation services (the features are usually not available in a standalone pc or game console) (eg 'very fast access to a very large database of complex geometries (unless there is another #) $ then "geometry" will be used herein to refer to the polygons, textures, .a ^ and parameters) that define the 3D dataset. t Lighting, ^ and other components Ο Under this architecture, different business models are possible. Under the model, the host escrow service 210 pays royalties from the end user and pays royalties to the developer 220 as shown in Fig. 2a. + ϋ , _, exhibition is not in the alternative implementation (shown in Figure 2b), the developer 220 directly receives π 1 person from the user. The fee is charged to the host and the spear force 210 is paid for the host to manage the content of the application. This proprietary principle is not limited to (4) to provide any specific business model for the line. The video features that are compressed by the host computer on behalf of the host I39840.doc -46- 200942305 As discussed earlier, one of the significant problems with online video game services or application software services is latency. The delay of 7 〇 _ 8 〇 milliseconds (3) the time when the input is actuated by the user until the time when the response is displayed on the display device is the upper limit for games and applications that require fast response time. • However, this is very difficult to achieve in the case of the architecture shown in Figures 2a and 2b due to a large number of actual and physical constraints. As indicated in Figure 3, when the user subscribes to the Internet service, the connection φ is often rated to the nominal maximum data rate 301 to the user's home or office. Depending on the provider's policy and routing device capabilities, the maximum data rate may be more or less strictly enforced, but the actual available data rate is typically lower due to one of many different reasons. For example, there may be too many network traffic at the DSL central office or on the local cable modem loop, or there may be noise on the cable, causing the dropped packets, or the provider may establish a per-user The maximum number of digits per month. Currently, the maximum downlink data rate for cable and DSL services is often in the range of hundreds of kilobits per second (KbP to 30 Mbps. Honeycomb services are typically limited to hundreds of Kbps of data. However, broadband The number of users of service ^ speed and subscription broadband services will increase dramatically over time. Currently, some analysts estimate that 33% of US broadband users have data rates below 2 Mbps or above 2 Mbps. For example Some analysts predict that by 2010, more than 85% of US broadband users will have a data rate of 2 Mbps or more. As indicated in Figure 3, the actual maximum data rate 302 available can follow Time fluctuates. Therefore, in the case of low latency, online games or application software 139840.doc -47- 200942305, it is sometimes difficult to predict the data rate for a particular video stream. The scene complexity and motion of the temple are given at a given number ((4) with a given resolution (for example, the data rate required for the 64 〇χ 4 ^ sec frame quality level 3. 3 liters °? ° (4) maintains the feed rate 302 ( In Figure 3, the use of the majority of the poor and the peak of the peak of the ^ Τ 则 则 ' ' 则 则 则 则 则 则 则 则 则 则 则 则 ' ' ' ' ' ' έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ έ Thus, the lost data on the screen 1 and the distorted/lost shadows, his service will temporarily buffer (ie, rank (4)) extra packets and provide the packets at the available data rate, resulting in an increase in latency. - Unacceptable results for many video games and applications. Finally, some Internet service providers increase the data rate: for malicious attacks (such as whether to cut service attacks (used by computer hackers) A well-known technique for deactivating a network connection, and will ( - 4) and will disconnect the user's Internet connection during a special time period. Thus the embodiment described herein seeks to ensure that the video game is used. The required data rate does not exceed the maximum available data rate. The hosted service architecture. Figure 4a illustrates the architecture of the hosted service 21〇 according to an embodiment. The hosted service 21G can be located on a single— Multiple server centers in the server center are scattered (^ knife dare (thinking that users with lower latency than others to the path of the specific feeder center provide low latency connections to provide load balancing between users) And providing redundancy in the event of one or more server center failures. The host generation f service 21() can eventually include thousands or even millions of servers 4〇2, so the servo is very large The use of 139840.doc -48· 200942305 user base. The hosted service control system 4.1 provides overall control over the hosted service 210 and directs routers, servers, video compression systems, billing and Accounting system, etc. In one embodiment, the colocation: the service control system 401 is implemented on a Linux-based distributed processing system that is coupled for storage for user information, server latency, and system statistics. A RAID array of data databases. In the above description, various actions implemented by the colocation service 21 are initiated and controlled by the colocation service control system 401 unless attributed to other specific systems. The colocation service 210 includes a number of servers 4, such as those currently available from Intel, IBM, and Hewlett Packard, among others. Alternatively, the server 402 can be assembled into a custom component configuration, or at most, the server can be integrated to implement the entire server as a single wafer. Although this figure shows a small number of servers 4〇2 for illustrative purposes, in actual deployments, there may be as few as one server 4〇2 or as many as millions or tens of millions of servers 402. server. Server 402 can be configured in the same way (as an example of some 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 of CPUs and GPIJ; RAM with the same amount and the same type/speed; and with the same RAM configuration), or various subsets of the server 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 yet another way, or each server 4〇2 can be different. 139840.doc •49· 200942305 ^-In the embodiment, the server has no disk, that is, its own large-capacity storage is crying. It is optical or magnetic storage, or semiconductor-based. The storage device, the flash memory or the other large storage unit of the servo-like power system, each accessing the shared mass storage device via the fast backplane or the network connection. In the real (four), 2 fast catch connection is connected to the independent redundant disk array (raid) milk series of the wrong area network (SAN), there is a connection between devices using ultra-high-speed Ethernet implementation . As is known to those skilled in the art, the certificate can be used to combine many RAID arrays together, resulting in extremely high bandwidth - close to or possibly exceeding the Ram available for use in current game consoles and PCs. bandwidth. Moreover, while (10) hopping based on rotating media such as magnetic media often has significant seek time access latency, a RAID array based on semiconductor memory can be implemented with much lower access latency. In another configuration, some or all of the servers 4〇2 provide some or all of their own mass storage at the local end. For example, the server 402 can store frequently accessed information (such as a copy of its operating system and video game or application) on a low-latency local flash memory-based storage, but A SAN is used to access a RAID array 405 with a higher seek latency based on rotating media to access a large database of geometry or game state information less frequently. Additionally, in one embodiment, the co-hosting service 21 uses the low latency video compression logic 404 described in detail below. Video compression logic 404 can be implemented in software, hardware, or any combination thereof (described in its specific embodiments below). Video compression logic 404 includes logic for compressing audio and visual material 139840.doc -50- 200942305.

在操作中,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211處之應用程式 時’用戶端41 5上之控制信號邏輯413將表示由使用者致動 之按鈕按壓(及其他類型之使用者輸入)的控制信號4〇6卜 b(通常為UDP封包之形式)傳輸至主機代管服務21〇。將來 自給定使用者之控制信號路由至適當伺服器(或若多個伺 服器回應於使用者之輸入器件,則路由至多個伺服器) 402。如圖4a中所說明,可經由SAN而將控制信號4〇以路 由至伺服器402。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)而將控制信號讣 直接路由至伺服器402。不管控制信號4〇6a_b係如何被傳 輸,該或該等伺服器均回應於控制信號4〇6a_b而執行遊戲 或應用程式軟體。歸圖4a中未說明M旦各種_路連接組 件(諸如,防火牆及/或閘道器)可處理主機代管服務21〇之 邊緣處(例如,主機代管服務21〇與網際網路41〇之間)及/或 使用者場所211之邊緣處(網際網路41〇與家庭或辦公室用 戶端415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訊輸出(亦即,新的視訊影像序列)提 供至低延時視訊壓縮邏輯4G4,低延時視訊壓縮邏輯4〇4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41〇(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: 壓縮之視訊流(通常具有經壓縮或未經壓縮之音訊)傳輸回 139840.doc -51 - 200942305 至用戶端415。接著,用戶端415上之低延時視訊解壓縮邏 輯412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422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, 麵合至SAN 403及多個RAID 405之每一伺服器402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 圖开y處理Bb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„十异此力^供給使用者。當使用者按壓輸入器件421 上之接紐時,顯示器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 係在本端執行。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制信號邏輯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 效地為使帛者提供任料算能力。此為制者給出用於玩 最高階、處王里器密集的(通常為新的)視訊遊戲及最高效能 139840.doc -52· 200942305 之應用程式的能力。 圖展丁非常基礎且低廉的家庭或辦公室用戶端器件 465。—此器件為來自圖化及圖朴之家庭或辦公室用戶端415 •. 之一實施例。其為約2忖長。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462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(NAT)之網路内執行 ❿ NAT纟辦公至環境中,許多新的乙太網路交換器具有 P主〇E且將P〇E直接帶至辦公室中之乙太網路插孔。在此種 f月幵y下所耑的為自壁式插孔至用戶端465之乙太網路電 鏡。若可用的乙太網路連接不載運電力(例如,在具有亂 •《電纜數據機但無PqE之家庭中),則存在可用的低廉的壁 式「磚塊(brick)J (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。 用戶鈿465 3有耦合至藍芽無線介面之控制信號邏輯 〇 413(圖4a),該藍芽無線介面與諸如鍵盤、滑鼠、遊戲控制 益及/或麥克風及/或耳機之藍芽輸入器件479介接。又,用 戶端465之一實施例在與顯示器件468耦合的情況下能夠以 12〇 fps輸出視訊,顯示器件468能夠支援12〇 fps視訊且向 . 一對遮光眼鏡466發信號(通常經由紅外)以對於每一相繼圖 杧交替地遮蔽一隻眼接著遮蔽另一隻眼。使用者所感覺之 效應為「跳出」顯示螢幕之立體3D影像。支援該操作之一 種该顯示器件468為Samsung HL-T5076S。因為用於每一隻 眼之視讯流係單獨的,所以在兩個獨立視訊流係由主機代 139840.doc •53· 200942305 管服務210壓縮的一實施例中,圖框在時間上交錯,且圖 框在用戶端4 6 5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4丨2,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τν提供視訊及音訊,或插入於支援 HDMI之監視器468中。若使用者之監視器468不支援 HDMI,則可使用HDM]^DVI(數位視覺介面),但音訊將 參 丢失。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 機代官服務21 〇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475,除了用戶端器 件475具有更多外部介面之外,其與圖乜中所展示之家庭 或辦公室用戶端器件465相同。又,用戶端475可接受p〇e Ο 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 主機代管服務210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802.11 g無線介面。兩種介面 139840.doc -54- 200942305 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 φ 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 10 - 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210。 139840.doc -55- 200942305 又,控制CPU 483監視封包訊務(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铋5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 解壓縮的低延時視訊解壓縮器。大量視訊解壓縮器件存 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)。一提供用於Η.%*解碼 H ^ a] ^Nsw Australian Ocean Logic of Manly 〇 使用IP之優點在於:本文中所使用之壓縮技術與壓縮標準 不相符。—些標準解壓縮器^夠靈活以經組態以適應本文 :之壓縮技術,但—些標準解壓縮器可能並非如此。但 疋在IP之If況下,在視需要❼重新設計解麼縮器中存 完全靈活性。 視訊解壓縮器之輸出端耦合至視訊輸出子系統487,視 訊輸出子系統487將視訊麵合至H_介面柳之視訊 端。 音说解壓縮子系統4 8 8或者 飞者使用可用的標準音訊解壓縮 器來實施’或者装*5]·杳·, 具了貧她為ΙΡ,或者可在可(例如)實施 139840.doc 200942305In operation, when playing a video game via a keyboard, mouse, game controller or other input device 421 or using an application at the user location 211, the control signal logic 413 on the client 41 5 will be represented by the user. The actuated button press (and other types of user input) control signals 4〇6b (usually in the form of a UDP packet) are transmitted to the colocation service 21〇. In the future, the control signals from a given user are routed to the appropriate server (or to multiple servers if multiple servos respond to the user's input device) 402. As illustrated in Figure 4a, the control signal 4 can be routed to the server 402 via the SAN. Alternatively or additionally, control signals may be routed directly to server 402 via a hosted service network (e.g., an Ethernet based local area network). Regardless of how the control signals 4〇6a_b are transmitted, the or the servers execute the game or application software in response to the control signals 4〇6a_b. It is not illustrated in Figure 4a that various types of connection components (such as firewalls and/or gateways) can handle the host hosting service 21 (for example, the colocation service 21〇 and the Internet 41〇). Incoming and outgoing traffic between the edge of the user premises 211 (between the Internet 41 and the home or office client 415). The graphics and audio output of the executed game or application software (ie, the new video image sequence) is provided to the low-latency video compression logic 4G4, and the low-latency video compression logic 4〇4 is based on the low-latency video compression technology (such as this article) The techniques described in the above) compress the video image sequence and via the Internet 41 (or, as described below, via the best high speed network service bypassing the universal Internet): compressed video stream (usually with compressed or uncompressed audio) transmitted back to 139840.doc -51 - 200942305 to client 415. Next, the low latency video decompression logic 412 on the client 415 decompresses the video and audio streams and reproduces the decompressed video stream, and typically plays the decompressed audio stream on the display device 422. Alternatively, the audio may be played on a separate speaker from the display device 422 or not at all. Note that although input device 421 and display device 422 are shown as stand-alone devices in Figures 2a and 2b, they can be integrated into a client device such as a portable computer or mobile device. The home or office client 415 (described previously as home or office client 205 in Figures 2a and 2b) can be a very low cost and low power device with very limited computational or graphical performance and possibly a very limited basis. The end of the mass storage or does not have the local mass storage. In contrast, each server 402 that is integrated into the SAN 403 and the plurality of RAIDs 405 can be an extraordinarily high performance computing system, and in fact, if multiple servers are cooperatively used in a side-by-side configuration configuration, then There is almost no limit to the amount of calculation that can be tolerated and the Bb force to be processed. 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 supplied to the user. When the user presses the input device 421 When the button is connected, the image on the display 422 is updated in response to the button press (with no meaningful delay in perception), as if the game or application soft system is executing on the local end. Therefore, for a very inefficient computer or only The home or office client 415, which implements the low-latency video decompression and control signal logic 413 of the low-cost chip, effectively provides the computing capability for the latter at the remote location available at the local end. The ability to play the highest-end, intimate (usually new) video games and applications with the highest performance of 139840.doc -52· 200942305. The show is very basic and inexpensive for home or office clients. Device 465. - This device is an embodiment from the home or office client 415 of Figure and Figure. It is about 2 inches long. It has and is powered by Ethernet - (P E) The Ethernet cable 462 of the Ethernet cable is connected to the Ethernet socket 462 to obtain its power and its connectivity to the Internet. The device can support the network. Address translation (NAT) network execution ❿ NAT纟 office to the environment, many new Ethernet switches have P host E and bring P〇E directly to the Ethernet port in the office Under this type of 幵y, it is the Ethernet wall mirror from the wall jack to the client 465. If the available Ethernet connection does not carry power (for example, in a messy • Cable data) In the case of a home without a PqE, there is an inexpensive wall-type "brick J" (ie, power supply) that will accept a powerless Ethernet cable and output a P with a p〇E The network 465 3 has a control signal logic 413 (Fig. 4a) coupled to the Bluetooth wireless interface, such as a keyboard, mouse, game control and/or microphone and/or earphone. The Bluetooth input device 479 is interfaced. Again, one embodiment of the client 465 is coupled to the display device 468. The video is output at 12 〇 fps, and the display device 468 is capable of supporting 12 〇 fps video and signals a pair of opaque glasses 466 (typically via infrared) to alternately mask one eye and then the other for each successive pattern. The effect perceived by the user is to "jump out" the stereoscopic 3D image of the display screen. One of the operations is supported. The display device 468 is a Samsung HL-T5076S. Since the video stream for each eye is separate, in one embodiment where the two independent video streams are compressed by the host 139840.doc • 53· 200942305 pipe service 210, the frames are interleaved in time, and The frame is decompressed in two separate decompression processes at the client side 465. The client 465 also includes low-latency video decompression logic 4丨2, which decompresses incoming video and audio and outputs 'HDMI (High Definition Multimedia Interface), connection via HDMI (High Definition Multimedia Interface), connector 463 The device 463 is inserted in SDTV (Standard Definition Television) or HDTV (High Definition Television) 468 to provide video and audio to τν, or to be inserted into HDMI-enabled monitor 468. If the user's monitor 468 does not support HDMI, you can use HDM]^DVI (Digital Visual Interface), but the audio will be lost. Under the HDMI standard, display capabilities (eg, supported resolution 'frame rate') 464 are conveyed from display device 468 and then transmitted back to colocation service 21 via Internet connection 462, thus The host agency service 21 enables the compressed video to be streamed in a format suitable for the display device. - Figure 4d shows a home or office client device 475, which is identical to the home or office client device 465 shown in the figure, except that the client device 475 has more external interfaces. Again, the client 475 can accept p〇e Ο 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 colocation service 210 for use as described below. The low latency compressor will be built into the camera 477 using the compression techniques described below. • In addition to the Ethernet connector for its Internet connection, the User 475 also has an 802.11 g wireless interface to the Internet. Both interfaces 139840.doc -54- 200942305 are capable of using NAT within a network that supports NAT. In addition, 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 VGA output). Standard 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 a field programmable logic array. Columns, custom ASICs, or several discrete devices (custom design or off-the-shelf). 乙Ethernet 497 with PoE Attached to the Ethernet interface 48 1 . Power 499 is derived from Ethernet 497 with PoE and is connected to the rest of φ in user terminal 465. Bus 480 is a common bus for communication between devices. Control CPU 483 that executes the small client control application from flash memory 476 (almost any small CPU is suitable, such as MIPS R4000 series CPU at 100 MHz with embedded RAM) for network ' That is, the protocol of the Ethernet interface stacks and also communicates with the colocation service 2 10 - 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 forward error correction protection) back to the colocation service 210. 139840.doc -55- 200942305 Again, control CPU 483 monitors packet traffic (e.g., packet loss or delay) 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 a particular client terminal 5 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 decompression described herein. A large number of video decompression devices 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. One is provided for Η.%* decoding H ^ a] ^Nsw Australian Ocean Logic of Manly 〇 The advantage of using IP is that the compression technique used in this article does not match the compression standard. Some standard decompressors are flexible enough to be adapted to the compression techniques of this article, but some standard decompressors may not. However, in the case of IP, it is completely flexible in redesigning the solution as needed. The output of the video decompressor is coupled to a video output subsystem 487, which combines the video plane to the video interface of the H_Interface. The sound decompression subsystem 4 8 8 or the flyer uses the available standard audio decompressor to implement 'or install *5】·杳·, with a poor, or can be implemented, for example, 139840.doc 200942305

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 491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 139840.doc -57- 200942305 有介面均為相當標準之介面且容易以許多形式可用。 音訊輸出子系統489經由數位介面494(S/PDIF及/或 Toslmk)數位地輸出音訊且經由立體類比介面495輸出類比 形式之音訊。 來回行程延時分析 當然’為了實現前一段之利益,使用者使用輸入器件 421之動作與在顯示器件42〇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21〇及 再次返回至使用者場所2丨丨至顯示器件422之路徑中的所有 因素。圖4b說明各種組件及網路(信號必須經由其行進), 且此等組件及網路上方的為時刻表,該時刻表列出實際實 施中可預期的例示性延時。注意,圖仆經簡化以便僅展示 重要路徑路由。下文播述用於系統之其他特徵之資料的其 他路由。雙頭箭頭(例如,箭頭453)指示來回行程延時且單 頭箭頭(例如,箭頭457)指示單向延時,且「〜」表示近似 置測。應指出,將存在所列之延時不可達成的真實世界情 形仁在大置狀況下,在美國,使用至使用者場所211之 =及電、㈣據機連接,此等延時可在下—段中所描述之 I二:成…注意,儘管至網際網路之蜂巢式無線連 接性的破將在所展示之系統 巢式資料系統(諸如,_)招:非二大,美國蜂 夠遠㈣… )錢㈣面之料且將不能 示之延時。然而,此等基本原理可在可 匕施此位準之延時的未來蜂巢式技術上實施。 139840.doc -58- 200942305 自使用者場所211處之輸入器件421開始,一旦使用者致 動輸入器件421,就將使用者控制信號發送至用戶端 415(其可為諸如機頂盒之獨立器件,或其可為在諸如pc或 , 行動器件之另一器件中執行的軟體或硬體),且將其封包 化(在一實施例中以UDP格式)並為封包給出目的地位址以 到達主機代管服務21〇。封包將亦含有用於指示控制信號 係來自哪個使用者的資訊。接著經由防火牆/路由器/ ❷ N AT (網路位址轉譯)器件4 4 3將控制信號封包轉遞至wa n介 面442。WAN介面442為由使用者之ISP(網際網路服務提供 者)提供至使用者場所211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 Protocol- 〇ver-Powerline 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/NAT器件 443(及(可能地)WAN介面442)整合於用戶端415中。此之一 ❹ 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(isp)的「存在點」441, WAN介面442為提供連接至使用者場所211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, 其通常將為DS LAM所定位之電話公司中央辦公室。對於 139840.doc -59- 200942305 電纜數據機,其通常將為電纜多系統運營商(MS〇)頭端。 對於蜂巢式系統,其通常將為與蜂巢式塔相關聯的控制 室。但無論存在點之性質怎樣,其均將接著將控制信號封 包路由至通用網際網路410。接著經由將最可能係光纖收 咯器;1面之介面將控制信號封包路由至WAN介面444至主 機代管服務210。WAN 444將接著將控制信號封包路由至. 路由邏輯4〇9(其可以許多不同方式來實施,包括乙太網路 交換器及路由籠器),路由邏輯_估計使用者之位址且 將拴制仏號路由至用於給定使用者之正確的伺服器4〇2。 _ 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入且使用該等控制信號來處理 遊戲或應用程式之下一個圖框。一旦產生下一個圖框,就 將視訊及音訊自伺服器術輸出至視訊麼縮器彻。可經由* 各種構件將視訊及音訊自飼服器402輸出至墨縮器4〇4。首. 先’可將I缩器404建置於飼服器術中,因此可在飼服器 4〇2内在本端實施壓縮。或者,可經由至網路(其或者為伺 服器402與視訊壓縮器4〇4之間的私用網路,或者為經由諸〇 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 二訊輸出連接器(諸如,謂或VGA連接器)將視訊自飼服 益402輸出,且接著由視訊壓縮器404來俘獲。又,可將音 - 司服器402輸出為數位音訊(例如,經由或 S:IF連接器)或類比音訊’類比音訊由視訊壓縮器404内 之音訊壓縮邏輯來數位化並編碼。 139840.doc •60· 200942305 旦視讯壓縮器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下 文所描述之技術壓縮視訊及音訊。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的存在點 參 441,存在點441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/路由器/NAT器件443接 著將視訊及音訊封包路由至用戶端415。 • 用戶端415解壓縮視訊及音訊,且接著在顯示器件 422(或用戶端之内置顯示器件)上顯示視訊並將音訊發送至 顯不器件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。 〇 為使使用者感覺到剛才所描述之整個過程在感知上無滯 後,來回行程延遲需要小於70毫秒或80毫秒。所描述之來 回行程路徑中的一些延時延遲受主機代管服務210及/或使 用者之控制,而其他的延時延遲不受主機代管服務21〇及/ 或使用者之控制。儘管如此,基於大量真實世界情況之分 析及測試,以下為近似量測。 • 用於發送控制信號之單向傳輸時間45 1通常小於i毫秒, 經由使用者場所之來回行程路由452通常係使用乙太網路 上的易得之消費者級防火牆/路由器/NAT交換器而在約工毫 139840.doc -61 - 200942305 秒内完成。使用者ISP廣泛地改變其來回行程延遲453,但 在DSL及電纜數據機提供者之情況下,通常看見其在1〇毫 秒與25毫秒之間。通用網際網路41〇上之來回行程延時可 視訊務被如何路由及路線上是否存在任何故障(且此等問 題在下文加以論述)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(給定至目的地之距離)來判定。如下文進一步論述, 忽略之延時的商業級光纖高速介面。因此,通用網際網 延時454通當後力1客似,如,λ古μ 已確定1000英里作為期望將主機代管服務21〇遠離使用者 場所211置放的大致最遠距離。在1〇〇〇英里處(來回行程❹ 2000英里),用於信號經由網際網路之實際傳輸時間為約 22毫秒。至主機代管服務21〇之WAN介面444通常為具有可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 491 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 139840.doc -57- 200942305 interface provided by the video output subsystem 487 is a fairly standard interface and is readily available in many forms. The audio output subsystem 489 digitally outputs audio via the digital interface 494 (S/PDIF and/or Toslmk) and outputs an analog form of audio via the stereo analog interface 495. Round trip delay analysis Of course, in order to realize the benefit of the previous paragraph, the delay between the user's action using the input device 421 and the effect of seeing the action on the display device 42〇 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 21A and back to the user premises 2 to the display device 422. Figure 4b illustrates the various components and networks through which signals must travel, and above these components and the network is a timetable that lists exemplary delays that can be expected in actual implementation. Note that the graph is simplified to show only important path routes. Other routes for information about other features of the system are broadcast below. A double-headed arrow (e.g., arrow 453) indicates a round-trip delay and a single-headed arrow (e.g., arrow 457) indicates a one-way delay, and "~" indicates an approximate detection. It should be pointed out that there will be real-world situations in which the listed delays are unachievable. In the United States, the use of the user's premises 211 = electricity, (4) machine connection, these delays can be in the next paragraph Description I II: Cheng... Note that although the cellular wireless connectivity to the Internet will be broken in the system shown in the nested data system (such as _): non-two big, American bees far enough (four)...) The money (four) face material will not show the delay. However, these basic principles can be implemented on future cellular technologies that can implement this level of delay. 139840.doc -58- 200942305 Beginning with the input device 421 at the user premises 211, once the user actuates the input device 421, a user control signal is sent to the client 415 (which may be a standalone device such as a set top box, or It can be a software or hardware implemented in another device such as a pc or a mobile device, and it is packetized (in one embodiment in UDP format) and given a destination address for the packet to reach the host generation. The management service is 21〇. The packet will also contain information indicating which user the control signal is from. The control signal packet is then forwarded to the w n interface 442 via a firewall/router/❷ N AT (Network Address Translation) device 4 4 3 . The WAN interface 442 is an interface device provided to the user premises 211 by the user's ISP (Internet Service Provider). The WAN interface 442 can be a cable or DSL modem, a wiMax transceiver, a fiber optic transceiver, a cellular • data interface, an Internet Protocol- 〇ver-Powerline interface, or many interfaces to the Internet. Any other interface in . Additionally, firewall/router/NAT device 443 (and (possibly) WAN interface 442) can be integrated into client 415. An example of this would be a mobile phone 'which includes software for implementing the functionality of the home or office client 415' and for wirelessly routing and connecting to the Internet via a standard (eg, 802.11 g) Components. The WAN interface 442 then routes the control signals to a "presence point" 441 for the user's Internet service provider (ISSP), which is a WAN transporter that provides connectivity to the user premises 211. A facility with an interface between a universal Internet or a private network. The nature of the point of existence will vary depending on the nature of the Internet service provided. For DSL, it will typically be the central office of the telephone company to which the DS LAM is located. For the 139840.doc -59- 200942305 cable modem, it will typically be the cable multi-system operator (MS〇) headend. For a honeycomb system, it will typically be the control room associated with the honeycomb tower. But regardless of the nature of the point, it will then route the control signal packet to the universal internet 410. The control signal packet is then routed to the WAN interface 444 to the host escrow service 210 via the most likely fiber optic receiver; WAN 444 will then route the control signal packets to the routing logic 4〇9 (which can be implemented in many different ways, including Ethernet switches and routing cages), routing logic_estimating the user's address and going to The nickname is routed to the correct server 4〇2 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 process the next frame of the game or application. Once the next frame is generated, the video and audio are output from the servo to the video. The video and audio self-feeding device 402 can be output to the ink retractor 4〇4 via various components. First, the first retractor 404 can be placed in the feeding machine, so the compression can be performed at the local end within 4 〇 2 of the feeding device. Alternatively, it may be connected via a network to a network (either a private network between the server 402 and the video compressor 4〇4, or a network via a shared network such as the SAN 403) ( For example, an Ethernet connection) outputs video and/or audio in a packetized form. Alternatively, video self-feeding benefit 402 can be output via a binary output connector (such as a VGA connector) and then captured by video compressor 404. Alternatively, the audio-server 402 can be digitally encoded (e.g., via an S:IF connector) or analog audio' analog audio to be digitized and encoded by audio compression logic within the video compressor 404. 139840.doc •60· 200942305 Once the video compressor 404 has captured the video frame from the server 4〇2 and the audio generated during the frame time, the video compressor will compress the video using the technique described below. And audio. Once the video and audio are compressed, they are packetized by a single address to send it back to the user's client terminal 415 and routed to the WAN interface 444, which then passes through the WAN interface 444. The Internet 410 routes the video and audio packets. The universal Internet 410 then routes the video and audio packets to the user's presence point 441. The presence point 441 routes the video and audio packets to the WAN interface 442 at the user's premises. The WAN interface 442 routes the video and audio packets to the firewall/router/NAT device 443, and the firewall/router/NAT device 443 then routes the video and audio packets to the client 415. • 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 device 422 or to a separate amplifier/speaker or to the user. The amplifier/speaker in the end. 〇 In order for the user to feel that the entire process just described is perceptually free of lag, the round trip delay needs to be less than 70 milliseconds or 80 milliseconds. Some of the delay delays described in the return trip path are controlled by the colocation service 210 and/or the user, while other delay delays are not controlled by the colocation service 21 and/or the user. Nonetheless, based on the analysis and testing of a large number of real-world situations, the following are approximate measurements. • The one-way transmission time 45 1 for transmitting control signals is typically less than i milliseconds, and the round-trip routing 452 via the user premises is typically performed using an easy-to-use consumer firewall/router/NAT switch on the Ethernet. The appointment was completed within 139840.doc -61 - 200942305 seconds. The user ISP extensively changes its round trip delay 453, but in the case of DSL and cable modem providers, it is typically seen between 1 and 25 milliseconds. The back-to-back delay of the Universal Internet 41 is how the routing is routed and whether there are any faults on the route (and these issues are discussed below), but the Universal Internet provides the best. The routing and delay is largely determined by the speed of light passing through the fiber (given the distance to the destination). As discussed further below, the commercial grade fiber optic high speed interface is ignored. Therefore, the Universal Internet Network Delay 454 is similar to the one after the user. For example, λ古μ has determined 1000 miles as the approximate farthest distance from which the host escrow service 21 is expected to be placed away from the user premises 211. At 1 mile (round trip ❹ 2000 miles), the actual transmission time for signals via the Internet is approximately 22 milliseconds. The WAN interface 444 to the host hosting service is usually available.

路由452之來回行程延時, 因此剩餘的為視訊解壓縮458延 139840.doc -62- 200942305 時’視訊解壓縮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)上之軟體中,可視顯示器之大小及解壓縮cpU2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 在一起來判定圖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:1 + 1+25+22+1 + 16+6+8=8〇 毫秒。此外,實際上,在實踐中(具有下文所論述的防止 誤解之說明)’此大致為使用圖乜中所展示之系統之原型 版本(在美國使用現成的Windows PC作為用戶端器件及家 庭DSL及電纜數據機連接)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415中之視訊壓縮器404及視訊解壓縮器412(來自圖 〇 4a)產生具有非常特定的特性之封包流,以使得經由自主 機代管服務210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去失,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WAN介面料2及防火牆/ 路由器/NAT 433)而可用於使用者的頻寬之約束内。另 . 彳,視訊壓縮器必須產生^夠強健之封包流,以使得其可 ' 纟忍在纟常網際網路及網路傳輸中出;見的不可避免的封包 丟失及封包重排序。 低延時視訊壓縮 139S40.doc -63· 200942305 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4。在描述 此等實施例之前,將關於圖5及圖6a至圖6b提供對當前視 訊壓縮技術之分析。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。注意,本文中不解決音訊壓縮,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。 圖5說明用於壓縮視訊之一特定先前技術,其中由壓縮❹ 邏輯520使用特定壓縮演算法來壓縮每一個別視訊圖框 501-503以產生一系列經壓縮之圖框5 11-5 13。此技術之一 實施例係「運tUPEG」,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)來壓縮每一圖框。可 使用各種不同類型之壓縮演算法,然而,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) ° 此類型壓縮之一問題在於:其減小了每一圖框之資料速© :’但其不利用相繼圖框之間的類似性來減小總視訊流之 資料速率。舉例而言,如圖5中所說明,假定“Ox·* 位元/像素=640*480*24/8/1024=9〇〇千位元組/圖框(κβ/圖 框)之圖框速率,則對於給定品質之影像,運動jpEG可能 僅將該流壓縮⑽’從而產生9〇 KB/圖框之資料流。在6〇 圖框/秒下,此將需要90 KB*8位元*6〇圖框/秒二们議… 之頻道頻寬,其對於美國現今幾乎所有的家庭網際網路連 139840.doc -64· 200942305 β ❹ 將為極同之頻寬’且對於許多辦公室網際網路連接 而言為過高之頻寬。實際上,假定其在此種高頻寬之情況 下要求⑥疋貝料流’且其將僅贿—使用I,則即使在辦 公室LAN環境中’其亦將消耗刚Mbps乙太網路LAN之頻 寬的大百刀比及支援LAN之負擔沉重的乙太網路交換器。 因此’當與其他壓縮技術(諸如下文所描述之彼等技術)相 比,時,用於運動視訊之壓縮無效率。此外,使用有損壓 縮演算法之單-圖框壓縮演算法㈤pEG及jpEG_細啦 生在靜止影像中可能不引人注意的壓縮假影(例如,場景 中之密集樹葉内之假影可能不呈現為假影,因為眼並不確 切地知道密集樹葉應如何呈現)。但是,一旦場景係在運 動中,假影就可能突出,因為眼偵測到自圖框至圖框而改 變之假影,儘管假影係在場景之區域(在該區域中,假影 在靜止影像中可能不引人注意)中。此導致圖框序列中之 「背景雜訊」之感知,該「背景雜訊」之外觀與邊緣類比 TV接收期間可見的「雪」雜訊類似。當然,此類型之壓 縮仍可用於本文中所描述之特定實施例中,但一般而言, 為了避免場景中之背景雜訊,對於給定感知品質,需要高 資料速率(亦即,低壓縮比率)。 其他類型之壓縮(諸如,H.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 相繼圖框之間的類似性。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H.264標準,但相 同的一般原理適用於各種其他壓縮演算法。大量h.264壓 139840.doc •65· 200942305 縮器及解壓縮器可用’包括用於壓縮H.264ix264開放源 軟體庫及用於解壓縮H.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 縮成一系列「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圖框之視訊寫碼。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612·613之大小通常顯著小於I圖框 611之大小’因為其利用先前I圖框或Ρ圖框中之資料;亦 即’其含有指示先前I圖框或ρ圖框之間的改變的資料。除 Β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,Β圖框670類似於Ρ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Ρ圖框及β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 = l.l 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。 139840.doc -66 - 200942305 上述類型之壓縮之一問題在於:儘管平均資料速率相對 低(例如,1 _ 1 Mbps),但單一 I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302之2.2 Mbps峰值)通常將足夠使視訊以M Mbps 串流,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1秒視訊排入佇列來完成。在1秒 eThe round trip delay of route 452, so the rest is video decompression 458 extension 139840.doc -62- 200942305 'video decompression 458 delay depends on whether video decompression 458 is implemented in dedicated hardware or implemented in user device 415 In software such as PCs or mobile devices, the size of the visual display and the decompression of cpU2 performance vary. Typically, decompression 458 takes between 1 millisecond and 8 milliseconds. Thus, the worst-case back-and-forth delay that the user of the system shown in Figure 4a can expect to experience can be determined by adding together all the worst-case delays seen in practice. It is: 1 + 1+25+22+1 + 16+6+8=8〇 milliseconds. In addition, in practice, in practice (with the misunderstandings discussed below) 'This is roughly a prototype version of the system shown in Figure ( (using an off-the-shelf Windows PC in the US as a client device and home DSL and Cable data machine connection) See the round trip delay. Of course, the worst case can lead to much shorter delays, but you can't rely on it to develop widely used business services. In order to achieve the delay listed in the servant via the universal internet, the video compressor 404 and the video decompressor 412 (from Figure 4a) in the client 415 are required to generate a packet stream having very specific characteristics, so that The sequence of packets generated via the entire path from the colocation service 210 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 the WAN interface) Material 2 and firewall / router / NAT 433) can be used within the constraints of the user's bandwidth. In addition, the video compressor must generate a robust packet stream so that it can't be used in normal Internet and network transmissions; see the inevitable packet loss and packet reordering. Low-latency video compression 139S40.doc -63· 200942305 To accomplish the above objectives, an embodiment employs a new video compression method that reduces the delay and peak bandwidth used to transmit video. Prior to describing such embodiments, an analysis of current video compression techniques will be provided with respect to Figures 5 and 6a through 6b. Of course, if the user has a bandwidth sufficient to handle the data rate required by such techniques, then such techniques can be used according to the basic principles. Note that this article does not address audio compression, but rather states that audio compression is implemented simultaneously and synchronously with video compression. Prior art audio compression techniques that meet the requirements for this system exist. Figure 5 illustrates a particular prior art for compressing video in which each individual video frame 501-503 is compressed by compression 逻辑 logic 520 using a particular compression algorithm to produce a series of compressed frames 5 11-5 13 . One embodiment of this technique is "transport tUPEG" in which each frame is compressed based on a discrete cosine transform (DCT) according to the Joint Image Experts Group (jpEG) compression algorithm. A variety of different types of compression algorithms can be used, however, these basic-principles are still adhered to (eg, wavelet-based compression algorithms such as JPEG-2000). One of the problems with this type of compression is that it reduces every The data rate of a frame is ©: 'But it does not use the similarity between successive frames to reduce the data rate of the total video stream. For example, as illustrated in Figure 5, assume that the frame "Ox·* bit/pixel = 640*480*24/8/1024=9〇〇 kilobytes/frame (κβ/frame) Rate, then for a given quality image, the motion jpEG may only compress the stream (10)' to produce a 9 〇 KB/frame data stream. At 6 frames/sec, this would require 90 KB*8 bits. *6〇 Frame/Second 2... The channel bandwidth, for almost all of the US home Internet today, 139840.doc -64· 200942305 β ❹ will be the same bandwidth' and for many office networks In terms of network connectivity, it is too high a bandwidth. In fact, it is assumed that it requires 6 mussel streams in such a high frequency range and it will only bribe - use I, even in an office LAN environment. Will consume the bandwidth of just Mbps Ethernet LAN and the heavy Ethernet switch that supports the LAN. So 'when compared to other compression technologies (such as those described below) , time, compression inefficiency for motion video. In addition, single-frame compression algorithm using lossy compression algorithm (5) pE G and jpEG_ are the uncompressed compression artifacts in still images (for example, artifacts in dense foliage in a scene may not appear as artifacts, because the eye does not know exactly how dense leaves should be Rendering. However, once the scene is in motion, the artifact may be prominent because the eye detects artifacts that change from frame to frame, although the artifact is in the area of the scene (in this area, false This may be unobtrusive in still images. This leads to the perception of "background noise" in the sequence of frames. The appearance of the "background noise" is similar to the "snow" noise visible during TV reception. . Of course, this type of compression can still be used in the specific embodiments described herein, but in general, in order to avoid background noise in the scene, a high data rate (ie, a low compression ratio) is required for a given perceived quality. ). Other types of compression (such as H.264, or Windows Media VC9, MPEG2, and MPEG4) are more efficient in compressing video streams because they exploit the similarities between successive frames. These techniques all rely on the same general techniques for compressing video. Thus, although the H.264 standard will be described, the same general principles apply to a variety of other compression algorithms. A large number of h.264 compressions 139840.doc •65· 200942305 Retractors and decompressors available' include the FFmpeg open source software library for compressing the H.264ix264 open source software library and for decompressing H.264. 6a and 6b illustrate an exemplary prior art compression technique in which a series of uncompressed video frames 5〇1_5〇3, 559_561 are compressed by compression logic 620 into a series of "I frames" 611, 671; Boxes 612-613; and "B-frames" 670. The vertical axis in Figure 6a generally represents the resulting size of each of the encoded frames (although the frames are not drawn to scale). As described above, those skilled in the art are well aware of the video writing codes using the I frame, the B frame, and the P frame. Briefly, block I 611 is a DCT-based compression of frame 501 that is completely uncompressed (similar to a compressed JPEG image as described above). The size of P-frame 612·613 is typically significantly smaller than the size of I-frame 611 because it utilizes data from the previous I-frame or frame; that is, it contains an indication between the previous I-frame or ρ-frame. Changed information. The frame 670 is similar to the frame except that the frame is subsequently referenced to the frame of the frame and (possibly) to the frame of the previous reference frame. For the following discussion, it will be assumed that the desired frame rate is 6 frames per second, each I frame is about 160 Kb' average frame and the beta frame is 16 Kb and a new I is generated every second. Frame. Under this set of parameters, the average data rate will be: 160 Kb + 16 Kb * 59 = l.l Mbps. This data rate falls appropriately within the maximum data rate for many current broadband Internet connections to homes and offices. This technique also tends to avoid background noise problems from intra-frame coding only. Because the difference between the P-frame and the B-frame tracking frame, the compression artifact tends to appear and disappear from the frame to the frame. To reduce the background noise problem described above. 139840.doc -66 - 200942305 One of the problems with compression of the above type is that although the average data rate is relatively low (for example, 1 _ 1 Mbps), a single I frame may take several frame times to transmit. For example, using 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 302 of Figure 3&) would typically be sufficient to stream video at M Mbps, One 160 Kbps I frame per 60 frames. This will be done by having the decompressor put a 1 second video into the queue before decompressing the video. At 1 second e

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50%亦如此。遺憾地,此先前技術方法將由於 接收器處之1秒視訊緩衝而導致視訊之丨秒延時。此種延遲 對於許多先前技術應用程式(例如,線性視訊之回放)而言 足夠,但對於不可容忍大於7〇毫秒_8〇毫秒之延時的快動 作視訊遊戲而言其為極長之延時。 若進行嘗試來消除1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少。舉例而言,如先前所描 述,B圖框之使用將需要接收1圖框之前的所有8圖框以及^ 圖框。若假定在P圖框與B圖框之間大致分裂59個非1圖 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。因此,不管頻道之可用頻寬如何,均需要 29制〇個圖框每—者1/6G秒持續時間之延遲,或卿毫秒 之延時。顯而易見,彼時間極長。 口此另一方法將為消除B圖框且僅使用丨圊框及p圖 框° (此之-後果為H给H位準’資料速率將增 139840.doc -67- 200942305 之大此實例中之—致性起見,繼續假定每-!圖框 :小為⑽Kb且平均P圖框之大小為_,且因此資料 速革仍為M Mbps)。此方法消除了 圖框引人的不可避 免之延時,因為每—ρ圖框之解碼僅依賴Μ前所接收之 圖框。此方法仍存在的問題在於:!圖框比平均?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室 中典型的),Ϊ圖框之傳輸添加實f延時。此在_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!圖框戶斤需之峰值資料速率⑵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 62 1)。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2.2 Mbps峰值速率,亦將花費16〇 Kb/22 Mb=7i毫秒來傳輸工 圖框,且若可用最大資料速率622下降5〇%(11 Mbps),則 將t費142毫秒來傳輸I圖框。因此,傳輸I圖框中之延時將 落在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 呈現於顯示器件422上的為141-222毫秒之總來回行程延 時,其極高。且若可用最大資料速率下降至低於2.2 Mbps,則延時將進一步增加。 亦注意’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 139840.doc -68 - 200942305 接收封包時’以下行為在胤及電缓數據機isp當中相當 普遍.(a)藉由將封包排入佇列而使封包延遲(引入延時), ⑻丟棄―些或所有封包,⑷停料接歷時—時間週期(最 可能因為ISP擔憂其為惡意攻擊,諸如「否認服務」攻 擊)。因此,以全資料速率傳輸封包流(具有諸如圖讣中所 展示之彼等特性的特性)並非為可行的選項。可在主機代 管服務210處將峰值623排人仔列且以低於可用最大資料速Within this, 1.1 Mb of data will be transmitted, which will be easily accommodated by the 2.2 Mbps maximum available data rate, even though it is assumed that the available data rate may periodically drop by as much as 50%. Unfortunately, this prior art method would result in a leap second delay in video due to the 1 second video buffer at the receiver. This delay is sufficient for many prior art applications (e.g., playback of linear video), but it is an extremely long delay for fast motion video games that cannot tolerate delays greater than 7 milliseconds _ 8 milliseconds. If an attempt is made to eliminate the 1 second video buffer, it will still not result in a sufficient delay reduction for fast motion video games. For example, as previously described, the use of a B-frame will require receipt of all 8 frames and ^ frames before the 1 frame. If it is assumed that approximately 59 non-1 frames are split between the P frame and the B frame, then at least 29_frames will be present and the I frame received before any B frames can be displayed. Therefore, regardless of the available bandwidth of the channel, it is necessary to delay the duration of the frame by 1/6G seconds, or the delay of the milliseconds. Obviously, his time is extremely long. The other method will be to eliminate the B frame and only use the frame and p frame ° (this - the consequence is H to the H level) data rate will increase by 139840.doc -67- 200942305 in this instance For the sake of this, continue to assume that each -! frame: small is (10) Kb and the average P frame size is _, and therefore the data speed is still M Mbps). This method eliminates the inevitable delay of the frame, because the decoding of each ρ frame depends only on the frame received before the frame. The problem with this method is still:! Frame ratio is average? The frame is much larger, so that on low-frequency wide channels (as is typical in most homes and many offices), the transmission of the frame adds a real f delay. This is explained in _. 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 required by the frame (2) far exceeds the maximum available data rate of 622 (and even exceeds the rated maximum data rate of 62 1). 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 2.2 Mbps peak rate, it will take 16 〇Kb/22 Mb=7i milliseconds to transmit the work frame, and if the maximum available data rate 622 drops by 〇% ( 11 Mbps), then 142 milliseconds will be used to transmit the I frame. Therefore, the delay in the transmission I frame will fall somewhere between 71 milliseconds and 142 milliseconds. This delay is added to the delay identified in the servant (the delays are up to 7 〇 milliseconds in the worst case), so this will result from the moment the user actuates the input device 421 until the image is presented on the display device 422. The total round trip delay of 141-222 milliseconds is extremely high. And if the maximum available data rate drops below 2.2 Mbps, the delay will increase further. It is also noted that ‘blocking" by ISPs that exceed the peak data rate 623 of the available data rate 622 typically has serious consequences. Devices in different ISPs will behave differently 'but when the packet is received at a data rate 139840.doc -68 - 200942305 that is much higher than the available data rate 622', the following behavior is quite common among the data and isp. a) delay the packet (introduction delay) by placing the packet into the queue, (8) discard some or all packets, (4) stop the delivery time-time period (most likely because the ISP is concerned about malicious attacks, such as "denial service" "attack). Therefore, transmitting packet streams at full data rate (having characteristics such as those shown in the figure) is not a viable option. Peak 623 can be queued at host hosting service 210 and below the maximum available data rate

率之資料速率進行發送,從而引人前—段中所描述的不可 接受之延時。 另外,圖6b中所展不之視訊流資料速率彳列624為非常 「刷服的(t_)」視訊流資料速率序列,且將係由於壓縮 來自視訊序列之視訊而預期產生的該種f料速率序列該 視訊序列並不改變很大且具有非常少之運動(例如,如在X 視訊電話會議中將係普遍的,在視訊電話會議中,相機處 於固定位置中且具有非常少之運動,且場景(例如,就座 的人談話)中之物件展示較少運動)。 圖6c中所展示之視訊流資料速率序列幻4為自具有多得 多的動作之視訊(諸如,可能在電影或視訊遊戲中或在^ 一應用程式軟體中產生)預期可見的典型序列。注意,除工 圖框修值633之外,亦存在相當大且在許多場合上超過于可 用最大資料速率之p圖框峰值(諸如,635及636)。儘管此 等P圖框峰值並不如I圖框峰值一般相當大,但其仍極I以 致不能由頻道以全資料速率來載運,且如同1圖框峰值一 樣,P圖框峰值必須緩慢地傳輸(藉此增加延時)。 139840.doc -69- 200942305 在一高頻寬頻道(例如,100 Mbps LAN,或高頻寬The data rate of the rate is sent, which leads to the unacceptable delay described in the previous paragraph. In addition, the video stream data rate queue 624 shown in FIG. 6b is a very "brushed (t_)" video stream data rate sequence, and will be expected to be generated due to compression of video from the video sequence. Rate sequence The video sequence does not change very much and has very little motion (eg, as would be common in X video teleconferences, in a video conference call, the camera is in a fixed position with very little motion, and Objects in a scene (for example, a seated person's conversation) show less movement). The video stream data rate sequence shown in Figure 6c is a typical sequence that is expected to be visible from video with much more motion, such as may be produced in a movie or video game or in an application software. Note that in addition to the work frame modifier 633, there are also quite a large number of p-frame peaks (such as 635 and 636) that exceed the available maximum data rate in many cases. Although the peaks of these P-frames are not quite as large as the I-frame peaks, they are still so high that they cannot be carried by the channel at the full data rate, and like the peaks of the 1 frame, the peaks of the P-frame must be transmitted slowly ( This increases the delay). 139840.doc -69- 200942305 on a high frequency wide channel (for example, 100 Mbps LAN, or high frequency wide

Mbps私用連接)上,網路將能夠容忍諸如1圖框峰值ο]或p 圖框峰值636之大峰值,但原則上,可維持低延時。/但 是,該等網路經常在許多使用者當中共用(例如,在辦公 室壤境中),且該「有峰」資料將影響LAN之效能,尤其 在網路訊務經路由至私用共用連接(例如,自遠端資料/中 心至辦公室)之情況下。首先,記住此實例係⑽加下 640x480像素的相對低解析度的視訊流的實例。6〇恥下之 獅X麵的騰V流容易由現代電腦及顯示器來處理,且 6〇 ^下之2560X1440解析度顯示器日益可用(例如,Apple 公司之3〇,,顯示器)。使用H.264壓縮,6〇如下 192〇X麵之高動作視訊序列可能需要4.5 Mbps以獲得合 理时質位準。若假定!圖框峰值為標稱資料速率之件, 則其將產生45 Mbps峰值,以及較小但仍相當大的P㈣峰 值。若若干個使用者正在同一 1〇〇Μ—網路(例如’辦公 室與資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 換益的底板之頻寬。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 或網路交換器。此外==值’則其可淹沒網路 —2560X1440解析度視訊變得更 I二Μ視訊流資料速率就可能為9.5 MbpS,從而或許 產二Μ—峰值資料速率。不用說,資料中心與辦公室 之間的1〇0 ·連接(其在現今為格外快之連接)將完全被 139840.doc -70· 200942305 來自單一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IT部門之特 殊計劃及適應。 _ Ο 當然’對於標準線性視訊應用程式,此等問題並非問 題’因為資料速率在傳輸點「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I圖框、P 圖框及B圖框序列之前,用戶端中之緩衝器儲存I圖框、P 圖框及B圖框序列。因此,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 式的低延時應用程式而言,彼亦係不可接受的。 用於減輕具有南峰值之視訊流的一先前技術解決方法係 ^用常常被稱作「恆定位元速率」(CBR)編碼之技術。儘 &術CBR看來似乎暗示將所有圖框壓縮以具有相同位元 速率(亦即,大小),但其經常提及的為I縮範例,在壓縮 範例_,允許跨越特定數目之圖框(在吾人之狀況下,_ 圖框)的最大位元速率。舉例而言,在圖心之狀況下,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7G%) ’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 70%以上來壓縮的任何圖框將以較少位元來壓縮。此之社 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 139840.doc •71 · 200942305 頭定取大資料速率621之7〇%多的位元的其他圖框 品:糟。此方法對於特定類型的經壓縮視訊(其中⑷:期 較^運動或場景改變且(b)使用者可接受週期性的品質降 級:可生可接文的結果。適合CBR之應用的良好實例為 視π電話會4 ’因為存在較少峰值,且在品質暫時降級: 情況下(例如,若使相機掃視,從而導致顯著場景運動及 大峰值’則在掃視期間可能不存在^夠的位元用於高品質 ㈣壓縮’其將導致降級㈣像品質),Α多數使用者可 接受:遺憾地,CBR並非良好地適合具有高複雜度之場景 或大量運動及/或需要合理恆定之品質位準料多其他應 用。 在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j圖框及p圖 框,藉此緩解等待若干個圖框時間來解碼每一 B圖框的需 要。另外,如圖7a中所說明,在一實施例中,低延時壓縮 邏輯404將每一未經壓縮之圖框7〇1_76〇再分成一系列「影 像塊(tile)」且將每一影像塊個別地編碼為I圖框或p圖框。 在本文中將該群經壓縮之I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。 在一實施例中’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, 139840.doc 72· 200942305 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」圖框之壓縮為P圖框壓縮)。經壓縮 • 為1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 巾,視訊圖框中之該等影像塊中僅-影像塊為I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7a 中,未經廢縮之圖框701之影像塊0經編碼為〗影像塊10且剩 餘的1-15影像塊經編碼為p影像塊(Ρι至Pi5)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1經編碼為I影像塊1丨且剩餘的影像塊〇及2至 15經編碼為P影像塊(P〇,及h至U以產生R圖框712。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 〇 在時間上交錯。該過程繼續,直至產生R影像塊770(矩陣 中最末影像塊經編碼為〗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 〇,編碼I影像塊)等之另一 R圖框。儘管圖7a中未說明,但 在一實施例中,R圖框之視訊序列之第—R圖框僅含有 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°十算運動))。或者,在一實施例中,啟動序列使用與 正吊相同的1影像塊型樣,但不包括用於尚未連同I影像塊 起編>6馬之彼等影像塊的P影像塊。換言之,在第一 I影像 139840.doc -73- 200942305 塊到達之前不連同任何資料—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-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。On a Mbps private connection, the network will be able to tolerate large peaks such as 1 frame peak ο] or p frame peak 636, but in principle, low latency can be maintained. / However, these networks are often shared among many users (for example, in office environments), and the "peak" data will affect the performance of the LAN, especially when the network traffic is routed to a private shared connection. (for example, from a remote data/center to the office). First, remember that this example is an example of a relatively low resolution video stream with 640x480 pixels added. 6 〇 之 狮 狮 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X Using H.264 compression, 6〇 is as follows. The 192” X-face high motion video sequence may require 4.5 Mbps to obtain a reasonable time level. If the frame peak is assumed to be the nominal data rate, it will produce a 45 Mbps peak and a small but still quite large P (four) peak. If several users are receiving video streams on the same network—for example, the private network connection between the office and the data center, it is easy to see how the peak of the video stream from several users can happen. Alignment, thereby drowning the bandwidth of the network, and may overwhelm the bandwidth of the backplane on the network that supports the user's exchange benefits. Even in the case of ultra-high-speed Ethernet, if enough users have simultaneous alignment or network switches. In addition, the == value can submerge the network. The 2560X1440 resolution video becomes more I. The video stream data rate may be 9.5 MbpS, which may result in a second-peak data rate. Needless to say, the 1〇0 connection between the data center and the office (which is now an extraordinarily fast connection) will be completely defeated by the peak traffic of 139840.doc -70· 200942305 from a single user. Therefore, even if LAN and private network connections are more tolerant for peak-stream video, streaming video with high peaks is not required and may require special planning and adaptation by the IT department of the office. _ Ο Of course 'for standard linear video applications, these issues are not a problem' because the data rate is "smoothed" at the transmission point and the data for each frame is below the maximum available data rate 622 and is decompressed. Before the frame, P frame and B frame sequence, the buffer in the client side stores the I frame, the P frame and the B frame sequence. Therefore, 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-latency applications such as video games and applications that require fast response times. A prior art solution for mitigating video streams with south peaks is to use techniques commonly referred to as "constant bit rate" (CBR) encoding. The CBR seems to imply that all frames are compressed to have the same bit rate (ie, size), but it is often referred to as the I-negative example, in the compression example _, allowing a certain number of frames to be spanned (in my case, _ frame) the maximum bit rate. For example, in the case of a graph, if a CBR constraint is applied to the encoding that limits the bit rate to, for example, 7 G% of the nominal maximum data rate 621, then the compression algorithm will limit each of the frames. The compression of one will be such that any frame that would normally be compressed using more than 70% of the nominal maximum data rate 621 will be compressed with fewer bits. The result of this is that it will require more bits to maintain the "extremely lacking" of the frame of a given quality level and the image quality of these frames will be less than 139840.doc •71 · 200942305 The other frame products with a maximum data rate of 621 of 7621% are fixed: bad. This method is for a particular type of compressed video (where (4): period is better than motion or scene change and (b) user can accept periodic quality degradation: the result of a readable text. A good example of a suitable CBR application is Depending on the π phone will 4' because there are fewer peaks and the quality is temporarily degraded: (for example, if the camera is swept, resulting in significant scene motion and large peaks), there may not be enough bits during the glance. For high quality (four) compression 'which will result in downgrade (four) image quality), most users can accept: Unfortunately, CBR is not well suited for scenes with high complexity or large amounts of motion and / or need a reasonably constant quality level Many other applications. The low latency compression logic 404 used in the 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 j maps. Block and p-frame, thereby alleviating the need to wait for a number of frame times to decode each B-frame. Additionally, as illustrated in Figure 7a, in one embodiment, low-latency The compression logic 404 divides each uncompressed frame 7〇1_76 into a series of "tiles" and individually encodes each image block into an I-frame or a p-frame. The grouped compressed I and P frames are referred to as "r frames" 711-770. In the particular example shown in Figure 7a, each uncompressed frame is subdivided into 16 images of a 4x4 matrix. However, these basic principles are not limited to any particular sub-dividing mechanism. In one embodiment, 'low latency compression logic 404 divides the video frame into a number of image blocks and encodes one of the image blocks from each frame ( That is, 139840.doc 72· 200942305 compression) is the i frame (that is, the image block is compressed as if it were 1/16 of the size of the full image, and used for this "mini" The compression of the frame is I frame compression) and the remaining image blocks are encoded into p frames (ie, compressed by each frame of the "mini" frame to P frame compression). Compressed • 1 The image block of the frame and the image block compressed into the p frame will be referred to as I image block and "p shadow" respectively. Block. 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 the image block in the video frame is an I image. Block, and the remainder of the image blocks are p-image blocks. For example, in Figure 7a, image block 0 of frame 701 that has not been shrunk is encoded as image block 10 and the remaining 1-15 The image block is encoded as a p-image block (Ρι to Pi5) to generate an R frame 711. In the next uncompressed video frame 7〇2, the image block 1 of the uncompressed frame 701 is encoded as an I image. Block 1 and the remaining image blocks 2 and 2 to 15 are encoded as P image blocks (P 〇, and h to U to generate R frame 712. Therefore, the I image block and the P image block for the image block are successively The frames are gradually staggered in time. The process continues until R image block 770 is generated (the last image block in the matrix is encoded as an image block (i.e., the process is then restarted, resulting in, for example, frame 711 (i.e., for image block, Another R frame of the encoded I image block), etc. Although not illustrated in Figure 7a, in one embodiment, the -R frame of the video sequence of the R frame contains only the image block (i.e., such that The p-frame has reference image data (from the beginning of the ten-count motion). Or, in one embodiment, the start-up sequence uses the same image block type as the hanging, but does not include the image that has not been used together with the I image. Blocks the P image blocks of the image blocks of the horses. In other words, the specific image blocks are encoded without any data before the arrival of the first I image 139840.doc -73- 200942305 block, thereby avoiding Figure 9a. The start peaks in the video stream data rate 934 are described in more detail below. Further, as described below, various different sizes and shapes can be used for the image blocks while still complying with these basic principles.

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,偏來自尺圖框711至77〇之I〇APA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7ΐι至77〇之 重建料塊丨,料。如上所述,10框及p圖框之 解廢縮係此㈣射眾所熟知的,且If彡像塊及㈣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戶端 415上執行來完成。儘管倍增過程看來似乎增加用戶端化 十算負擔但貫際上其不會增加用戶端415上之計J 負擔,因為影像塊本身成比例地較小(相對於額外處理dThe 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 to the map of the drive display device 422. Frame buffer. For example, I〇APA from the frame 711 to 77〇 decompresses and reproduces the image block of the video image. Similarly, use the reconstructed block from R frame 7ΐι to 77〇. As described above, the de-shuffling of the 10-frame and p-frames is well known to the fourth, and the decompression of the If彡 block and the (4) block can be achieved by having multiple instances of the video decompressor in the user. Execution on end 415 is complete. Although the multiplication process seems to increase the burden of user-side computing, it does not increase the burden on the client 415, because the image block itself is proportionally smaller (relative to the extra processing d).

心而” ’ ®此㈣示之像素之數目相同,好像存在_ 個處理且使用習知的全大小之1圖框及ρ圖框。 此R圖框技術顯著減輕 兄孝主通常與I圖框相關聯之頻寬峰4 (圖6b及圖6c中所說明),Α }因為任何給定圖框主要係由通1 比I圖框小之Ρ圖框構成。 成舉例而言’再次假定典型I圖才I 為1 6 0 Kb,則圖7a中所句ΒΒ > m 說月之圖框中之每一者的I影像好 將為此量之大致1/16或丨 ^ υ Kb。類似地,假定典型p圖框j 16 Kb ’則用於圖7a中所 說月之釤像塊中之每一者的p圖相 可為大致1 Kb。最终社要炎 …。果為約1〇 Kb+bH Kb=25 Kb之R礓 139840.doc •74» 200942305 框。因此,每一 60圖框序列將係25 ΚΜ60=1·5 Mbps。因 此’在60圖框/秒下,此將需要能夠維持丨5 Mbps之頻寬的 頻道’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。 #The heart and the number of pixels in the '4' (4) are the same, as if there is _ processing and use the conventional full-size 1 frame and ρ frame. This R-frame technique significantly reduces the brother and the filial usually with the I frame. The associated bandwidth peak 4 (illustrated in Figures 6b and 6c), Α } because any given frame is mainly composed of a frame that is smaller than the I frame. For example, 'assuming another typical I picture I is 1 60 Kb, then the ΒΒ > m in Figure 7a says that the I image of each of the moon frames will be roughly 1/16 or 丨^ υ Kb. It is assumed that the typical p-frame j 16 Kb 'is used for the p-picture of each of the moon-shaped blocks in Fig. 7a to be approximately 1 Kb. The final society wants to be inflammatory.... Kb+bH Kb=25 Kb of R礓139840.doc •74» 200942305 box. Therefore, each 60 frame sequence will be 25 ΚΜ60=1·5 Mbps. So 'at 60 frames per second, this will need A channel capable of maintaining a bandwidth of 丨5 Mbps', but with a much lower peak due to the dispersion of the I-picture block throughout the 6-frame interval.

注意,在先前實例中,在用於〗圖框及p圖框之相同假定 資料速率情況下,平均資料速率為! i Mbp”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 此實例中,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 1圖框之均等物, 從而導致稍高之平均資料速率。儘f如此,但在實踐中, 引入更頻繁之I圖框並不會線性地增加資料速率。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-個圖框相當類 似,則P圖框將非常小,芒I洽国办π , 、 右先刖圖框與下一個圖框相當不Note that in the previous example, at the same assumed data rate for both the frame and the p frame, the average data rate is! i Mbp" This is because in the previous example, only a new i frame is introduced every 60 frame time, and in this example, 16 image blocks constituting the I frame are cycled in 16 frame times. And, therefore, an equalization of one frame is introduced every 16 frame times, resulting in a slightly higher average data rate. As such, in practice, the introduction of more frequent I frames does not increase linearly. Data rate. This is due to the fact that the p-frame (or P-picture block) mainly encodes the difference from the previous frame to the next frame. Therefore, if the previous frame is quite similar to the next frame, then the P-picture The box will be very small, Mang I will contact the country to do π, and the right first frame is not the same as the next frame.

同,則Ρ圖框將非常大。作田& ρ闻4 L 彳―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, ^ * 所以所仔的經編碼圖框In the same way, the frame will be very large.田田& ρ闻4 L 彳—Because the p-frame is largely derived from the previous frame, not from the actual frame, ^ * so the coded frame

可能含有比具有足夠數目夕A π疋幻数目之位兀之ϊ圖框多的錯誤(例如, 視覺假影)。此外,當—ρ圖框跟隨另-ρ圖框時,可出現 錯誤累加(當存在長Ρ圖框序列時,變得更糟現在,尖 端的視§fl壓縮器將谓測到彡傻2 σ @ 厂V像之00質在—序列ρ圖框之後 降級的事實,且必要時,复 八將更夕位TL分配給隨後之ρ圖 框以提南品質,或甚!S> . 飞右其為取有效之動作過程,則用〗圖框 替換P圖框。因此,當使用具 更用長P圖框序列(例如,59個P圖 框’如上文先前實例中)時, ;f特疋S之當場景具有大量複 139840.doc -75· 200942305 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I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I圖框情況下,p圖框較 小。當然’確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I影像塊為1〇 Kb,則卩影像塊之大小平 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 I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gfl序列在遠小於I/p圖框序列之延時下可用。 可視視訊序列之性質、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4χ4組 態中使用不同於16之數目之影像塊。舉例而言,可在2χ i 或1x2組態中使用2個影像塊,可在2χ2、4χ1或1χ4組態中 使用4個影像塊,可在3x2、2x3、όχΙ或1x6組態中使用ό個 影像塊或可在4χ2(如圖7b中所展示)、2χ4、8χ1或1χ8組態 中使用8個影像塊。注意,影像塊不需要為方形視訊圖 139840.doc •76- 200942305 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。 ❹ ❹ 在另一實施例中’ I影像塊及P影像塊之循環不鎖定至影 像塊之數目。舉例而言’在8影像塊4 X 2組態中,仍可如圖 7b中所說明而使用丨6循環序列。順序的未經壓縮之圖框 721 ' 722、723各自經劃分成8個影像塊〇_7,且每一影像 塊經個別壓縮。自R圖框731,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R圖框 732,所有8個影像塊經壓縮為p影像塊,且接著對於隨後 之R圖框733,影像塊丨經壓縮為〗影像塊且其他影像塊均經 壓縮為P影像塊。此外,如此對於16個圖框繼續進行排 序,僅每隔一圖框產生一【影像塊,因此在第15個圖框時 間期間(圖7b中未圖示)及在第16個圖框時間期間產生用於 衫像塊7之最末I影像塊(使用所有的p影像塊壓縮r圖框 780)。接著,序列再次以影像塊〇經壓縮為〗影像塊且其他 影像塊經壓縮為!>影像塊開始。如在先前實施例中,整個 見fl序歹j之第圖框通常將均為[影像塊,以提供用於自 彼點向前之P影像塊的參考。1影像塊影像塊之循環甚 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-I影像塊之前,具有叫影像塊 之每—圖框之後可為所有皆為p影像塊之2個圖框。在又一 例中右(例如)已知螢幕之特定區域具有更多運動 :更頻繁之1影像塊),而其他區域更為靜態(例如,展示遊 數)(需要較不頻繁之1影像塊),則與其他影像塊相 139840.doc -77- 200942305 比可更經常地將特定影像塊連同i影像塊一起進行排 序此外,儘管在圖7a-圖7b中說明每一圖框具有單一工影 像塊,但可在單一圖框中編碼多個I影像塊(取決於傳輸頻 ^頻寬)相反地,特定圖框或圖框序列可在不具有j影 像塊(亦即,僅p影像塊)的情況下傳輸。 刖—段之方法適當起作用之原因在於:儘管不具有跨越 母個單圖框而分散之I影像塊看來似乎導致較大蜂值, 但系統之行為並不如此簡單。因為每—影像塊係與其他影 像塊分開進行壓縮,所以當影像塊變小時,每-影像塊之 編碼可變得較不有效,因為給定縣塊之錢器不能夠利 用來自其他影像塊之類似影像特徵及類似運動。因此,與 將螢幕劃分成8個影像塊相比較,將螢幕劃分成16個影像 塊:常將導致較不有效之編碼。但是,若將螢幕劃分成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I圖框之資料,則其導致總體上高得多的資料速率。 口此,藉由每隔16個圖框(而非每隔8個圖框)引入一完全I 圖框’減小了總資料速率。.又,藉由使用8個較大影: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-實施例中’圖7a及圖7b中之低延時視訊壓縮邏輯 4〇4藉由基於待壓縮之視訊序狀已知特性而藉由設定預 先組態或者基於每一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,在一些競賽視訊遊戲中,玩家之汽車(其為場景 139840.doc •78· 200942305 中相對無運動的)之前方佔據螢幕之下本 螢幕之ρ坐* 跫綦之下丰部之大部分,而 -幾乎二:完全被填滿正接近的道路、建築物及風景, 分配仏:動中。若廢縮邏輯404將相等數目之位元 刀配,、Ό母—影像塊, 螢幕之下主加 中的未經壓縮之圖框721中的 未 '上之影像塊(影像塊4_7)通常將以比圖7b中的 未經壓縮之圖框721中的罄蓋夕l丄 T 97 〇如… 半部中之影像塊(影像塊 1❿、而|縮。若已知此特定遊戲或遊戲之此特定There may be more errors than the frame with a sufficient number of 夕A π 疋 数目 ( (eg, visual artifacts). In addition, when the -ρ frame follows the other -ρ frame, error accumulation can occur (when there is a long frame sequence, it gets worse now, the cutting-edge §fl compressor will be said to be stupid 2 σ @ Factory V like the 00 quality in the - sequence ρ frame after the fact of degrading, and if necessary, the complex eight will be assigned to the subsequent ρ frame to mention the South quality, or even! S > In order to take a valid action process, replace the P frame with a frame. Therefore, when using a sequence with a longer P frame (for example, 59 P frames as in the previous example above), ;f special S's scene has a large number of complex 139840.doc -75· 200942305 Hybrid and / or motion 'Generally, more bits are needed for the P frame (because it becomes farther from the I frame). Or ' Looking at the P-frame from the relative view point, the p-frame that closely follows the I-frame tends to require fewer bits than the p-frame farther from the I-frame. Therefore, in the example shown in Figure 7a, The p-free frame is farther apart from the I frame by 15 frames (before the I frame). In the previous example, the p-frame can separate 59 frames from the I frame. Therefore, in the case of more frequent I frames, the p-frame is smaller. Of course, the exact relative size will change based on the nature of the video stream, but in the example of Figure 7a, if the I-image block is 1〇Kb, Then the size of the image block can be an average of only 0.75 kb, resulting in 1〇Kb+15*0.75 Kb=21.25 Kb, or at 60 frames/sec, the data rate will be 21.25 Kb*60 = l.3 Mbps, Or about 16% higher than the data rate of an I-frame followed by 59 p-frames at 1.1 Mbps. Again, the relative result between the two methods for video compression will be video. The sequence changes, but in general, we have empirically found that for a given quality level, using the R frame requires about 20% more bits than using the I/p frame sequence. However, of course, the R frame is drastically reduced. Peak, which makes the gfl sequence available at a much slower delay than the I/p frame sequence. The nature of the video sequence, the reliability of the channel, and the available data rate allow the R frame to be configured in a number of different ways. In the example, a number of image blocks other than 16 are used in the 4χ4 configuration. For example, 2 image blocks are used in 2χ i or 1x2 configurations, 4 image blocks can be used in 2χ2, 4χ1 or 1χ4 configurations, and one image block can be used in 3x2, 2x3, όχΙ or 1x6 configurations or can be used in 4χ2 8 image blocks are used in the 2χ4, 8χ1 or 1χ8 configuration (as shown in Figure 7b). Note that the image block does not need to be a square video image 139840.doc •76- 200942305 The frame does not have to be square, or even rectangular. The image block can be broken down into whatever shape best fits the video stream and application used.另一 ❹ In another embodiment, the loop of the 'IM image block and the P image block is not locked to the number of image blocks. For example, in an 8 image block 4 X 2 configuration, a 丨6 cycle sequence can still be used as illustrated in Figure 7b. The sequential uncompressed frames 721 '722, 723 are each divided into 8 image blocks 〇_7, and each image block is individually compressed. From R frame 731, only the image block is compressed to! The image block, and the remaining image blocks are compressed into P image blocks. For the subsequent R frame 732, all 8 image blocks are compressed into p image blocks, and then for the subsequent R frame 733, the image blocks are compressed into image blocks and the other image blocks are compressed into P image blocks. . In addition, the 16 frames continue to be sorted so that only one image block is generated every other frame, so during the 15th frame time (not shown in FIG. 7b) and during the 16th frame time The last I image block for the shirt image block 7 is generated (using all p image block compression r frames 780). Then, the sequence is again compressed into image blocks by the image block and the other image blocks are compressed into! > Image block begins. As in the previous embodiment, the entire frame of the f sequence will generally be [image block to provide a reference for P blocks that are forward from the other point. 1 The loop of the image block image 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 the other-I image block, each frame having the called image block may be followed by two frames of all p-image blocks. In yet another example, right (for example) a particular area of the known screen has more motion: a more frequent image block), while other areas are more static (eg, displaying a number of swims) (requiring a less frequent image block) , and the other image blocks can be sorted together with the i image blocks more often than other image blocks 139840.doc -77- 200942305. Furthermore, although each frame has a single image block as illustrated in Figures 7a-7b However, multiple I image blocks can be encoded in a single frame (depending on the transmission frequency bandwidth). Conversely, a particular frame or frame sequence can have no j image blocks (ie, only p image blocks). Transfer in case. The reason why the 刖-segment method works properly is that although the I-image block that does not have a single frame across the parent seems to cause a large bee value, the behavior of the system is not so simple. Because each image block is compressed separately from other image blocks, the coding of each image block can become less effective when the image block becomes smaller, because the money of a given county block cannot utilize other image blocks. Similar to image features and similar sports. Therefore, dividing the screen into 16 image blocks compared to dividing the screen into 8 image blocks will often result in less efficient coding. However, if the screen is divided into 8 image blocks and it causes every 8 frames (rather than every 16 frames) to introduce the data of the full I frame, it results in a much higher data rate overall. . Thus, by introducing a full I frame every 16 frames (rather than every 8 frames), the total data rate is reduced. Again, by using eight larger shadows: blocks (rather than 16 smaller image blocks), the total data rate is reduced, which also reduces the peak of the data caused by the larger image blocks to some extent. In another embodiment, the low-latency video compression logic 4〇4 in FIG. 7a and FIG. 7b is configured by pre-configuration or based on images in each image block by based on known characteristics of the video sequence to be compressed. The ongoing analysis of quality automatically controls the allocation of bits to each image block in the R frame. For example, in some competitive video games, the player's car (which is relatively unmoved in the scene 139840.doc •78· 200942305) occupies the screen below the screen. Most, and almost two: completely filled with roads, buildings, and landscapes that are approaching, allocating 仏: moving. If the shrink logic 404 will match an equal number of bits, the mother-image block, the image block (image block 4_7) in the uncompressed frame 721 in the main frame under the screen will usually be In contrast to the uncompressed frame 721 in Figure 7b, the image block in the half (image block 1❿, and | shrink. If this particular game or game is known) specific

Ο 具有該等特性,則主機代管服務210之運營商可組離 壓縮邏輯404以將争夕-八 、’’、、 分配二 勞幕之頂部之影像塊(與 短、、口螢幕之底部處之影像塊的位元相比)。或者,屢縮 =_可在壓縮圖框之後估計影像塊之壓縮品質(使用許 夕:縮品質度量中之一或多者,諸如峰值信號雜訊比 一 R)),且若判定在特定時間窗上,特定影像塊始終如 地產生較佳品質結果,則其逐漸地將更多位元分配給產 生^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4〇4分配位元 以在特定影像塊或影像塊群中達成較高品質。舉例而今, 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—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)。舉例而古,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 139840.doc -79- 200942305 小之一系列R圖框(未圖示))之一區域中的移動人物8〇5之周 圍使用較小影像塊。接著,當人物邮移動至影像之新區 域時’在另〜_框812内之此新區域之周圍使用較小影像 塊,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 資料速率中的峰值,但其並不完全消除峰值,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1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621的資料。注意,額定最大資料速率62ι(例如,「6 Mbps DSL」)實質上為對於考慮購買網際網路連接的使用 者之銷售數字,但通常其不保證效能位準。出於此應用之 目的’其不相Μ ’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及圖氕中,當描 139840.doc -80- 200942305 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922。 為了解決此問題,視訊壓縮器404進行的第一件事係判 定峰值資料速率941,其為頻道能夠穩定地處理之資料速 率:此速率可藉由冑多技術來判冑。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 瘳 ❸ 戶端415(圖4a及圖4b中)’且使用戶端將關於封包丟失及延 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21〇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 ^。此確定峰值最大資料速率941,其接著將用作用於串 &視訊之蜂值資料速率。隨著時間的推移,峰值資料速率 94i將波動(例如,若家庭中之另—使 =網路連接)—需要”二:= 速率941以查看封包丟失或延時是否拎 — 、 料速率922T降至低於先前所確定的;值 且若如此’則峰值資料速率94卜類似地 推移,用彳端415發現封包丟失及延時 ·曰 則其可請求視誠縮器緩慢地增加資料速率佳位準, 大資料速率是否增加(例如,若家庭:-看可用最 止對網際網料接之嚴重使 ^者已停 丹-人等待直至封包丟 139840.doc 200942305 失及/或較高延時指示已超過可用最大資料速率922為止, 且可再次發現用⑨峰值資料速率941之較低位_,但該較 餘準可能高於測試增加的f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941,且視需要而週期性地進行調整。蜂值資料速率 州確定可由視訊壓縮器4G4使用以使視訊串流至使用者的 最大資料速率。用於判定峰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211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;纟主機代管服 務210處,主機代管服務處之伺服器4〇2執行計算以基於自 用戶端415所接收之統計資料(例如,峰值丟失、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 資料速率934 ’其係使用先前所描述且在圖、、圖几及圖8 中加以說明的循環Ι/P影像塊壓縮技術而產生。視訊壓縮器 404經組態而以低於峰值資料速率941之平均資料速率輸出 經壓縮之視訊,且注意,大部分時間,視訊流資料速^保 持低於峰值資料速率941。資料速率934與圖6c中所展示之 視訊流資料速率634(其係使用I/P/B或I/p圖框而產生)的比 較展示循環Ι/P影像塊壓縮產生平滑得多的資料速率。但在 圖框2倍峰值952(其接近2倍峰值資料速率942)及圖框4倍峰 值954(其接近4倍峰值資料速率944)下,f料速率仍超料 值資料速率941,其為不可接受的。在實踐中,即使對於 139840.doc •82· 200942305 來自快速改變之視訊遊戲的高 率941之峰值亦在小於2%之圖 料速率942之峰值很少出 之峰值難得出現。但是 動作視訊,超過峰值資料速 框中出現,超過2倍峰值資 轉變期間),其所需之資Μ $言 貧枓速率必須產生良好品質之視訊 影像。 現’且超過3倍峰值資料速率943 ’當其確實出現時(例如,在場景Ο With these features, the operator of the colocation service 210 can set up the compression logic 404 to distribute the image blocks at the top of the screen (with the short, and the bottom of the screen). Compared to the bit of the image block.) Alternatively, the contraction =_ can estimate the compression quality of the image block after compressing the frame (using one or more of the reduced quality metrics, such as the peak signal noise ratio -R)), and if it is determined at a specific time On the window, a particular image block consistently produces better quality results, which gradually assigns more bits to the image block that produces the low quality result until the various image blocks reach a similar level of quality. In an alternate embodiment, compressor logic 4〇4 assigns 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 an embodiment, 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 shown in FIG. 8, an area of an R frame 811 (possibly followed by a series of R frames (not shown) having the same image block size 139840.doc -79-200942305 small) Smaller image blocks are used around the moving characters 8〇5. Next, when the character mail moves to a new area of the image, a smaller image block is used around the new area in the other ~_box 812, as illustrated. As described 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 peaks in the data rate of the video stream, they do not completely eliminate peaks, especially in rapidly changing or highly complex video images (such as in movies, video games). And under the condition of 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 by only a few frame times, it does not help in this case because the material of the new frame is independent of the previous I image block. In such a situation (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 more efficiently coded as 1 image. The block, and what is caused is the very large peak in the data rate of the frame. As previously discussed, it is only for the condition of most consumer-grade Internet connections (and many office connections) that it can only be "blocked" beyond the maximum data rate available and the maximum data rate shown in Figure 6c as 622. 621 information. Note that the nominal maximum data rate of 62 ι (e.g., "6 Mbps DSL") is essentially a sales figure for a user considering purchasing an internet connection, but typically it does not guarantee a performance level. For the purposes of this application, 'it's not the same' because we only focus on the maximum data rate 622 available when streaming video over a connection. Thus, in Figures 9a and ,, when the solution to the peak problem is described in 139840.doc -80-200942305, the nominal maximum data rate is omitted from the graph and only the maximum data rate 922 is shown. The video streaming data rate must not exceed the maximum available data rate of 922. To solve this problem, the first thing the video compressor 404 does is to determine the peak data rate 941, which is the data rate that the channel can process steadily: this rate can be determined by a multi-technology. One technique is to gradually increase the data rate test stream from the hosted service 21 to the client 415 (in Figures 4a and 4b) and cause the client to address the packet loss and delay. The quasi-feedback is provided to the colocation service. When the packet is lost and the delay begins to show a sharp increase, it is indicative of the maximum data rate 922 available. Thereafter, the colocation service 21 can gradually reduce the data rate of the test stream until the client 415 reports that the test stream has been received in a reasonable period of time (the packet loss and the acceptable level of the delay are close to the minimum) is ^ . This determines the peak maximum data rate 941, which will then be used as the bee data rate for the string & video. Over time, the peak data rate 94i will fluctuate (for example, if the other in the family - make = network connection) - need "two: = rate 941 to see if the packet is lost or the delay is 拎 -, the material rate 922T drops Below the previously determined value; and if so, then the peak data rate 94 is similarly shifted, and the terminal 415 finds that the packet is lost and the delay 曰, then it can request that the attenuator slowly increase the data rate. Whether the large data rate increases (for example, if the family: - sees the most available to the Internet, the connection is severe, so the person has stopped - the person waits until the packet is lost 139840.doc 200942305 Loss and / or higher delay indication has exceeded The maximum data rate 922 is up, and the lower bit _ of the 9-peak data rate 941 can be found again, but the comparison may be higher than the level before the test of the increased f-rate rate. Therefore, by using this technique ( And other techniques similar thereto, the peak data rate 941 is found and periodically adjusted as needed. The bee data rate state is determined by the video compressor 4G4 to stream the video to the user. Maximum data rate. The logic used to determine the peak data rate can be implemented at the user premises 2U and/or at the colocation service 21〇. At the user premises 211, the client device 415 performs calculations to determine peak data. Rate and transmit this information back to the colocation service 21; at the colocation service 210, the cooperating server's server 4〇2 performs calculations based on statistics received from the client 415 (eg, Peak data rate is determined by peak loss, delay, maximum data rate, etc. Figure 9a shows an example video stream data rate 934 'with substantial scene complexity and/or motion using the previously described and in the figures, figures and The loop Ι/P image block compression technique is illustrated in Figure 8. The video compressor 404 is configured to output compressed video at an average data rate lower than the peak data rate 941, and note that most of the time, video The stream data rate ^ is kept below the peak data rate 941. The data rate 934 is the video stream data rate 634 shown in Figure 6c (which is produced using I/P/B or I/p frames). The comparison shows that the cyclic P/P image block compression produces a much smoother data rate, but in the frame 2 times the peak 952 (which is close to 2 times the peak data rate 942) and the frame 4 times the peak 954 (which is close to 4 times the peak) At data rate 944), the f-rate still exceeds the material data rate of 941, which is unacceptable. In practice, even for 139840.doc • 82· 200942305, the peak of the high-speed 941 from fast-changing video games is also A peak of less than 2% of the image rate 942 is rarely seen as a peak. However, motion video, which exceeds the peak data rate box, exceeds 2 times the peak value transition period, and the required resource is low. A good quality video image must be produced. Now and exceeds 3 times the peak data rate 943 ’ when it does appear (for example, in the scene)

解決此問題之一方式係簡單地組態視訊壓縮器404以使 付其取大資料速率輸出為峰值資料速率。遺憾地峰 值圖框期間的所得視訊輸出品質不良,因為壓縮演算法 「極度缺乏」位元。所莫鉍认劣也一丄〜 听导致的為虽存在突然轉變或快速運 動時出現壓縮假影’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心,且其可變得 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㈣到圖框速率之 減小亚不疋非常敏感。事實上,當該等突然改變出現時, 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6〇扣,則 人的視覺系統不會注意到。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2〇加或甚至 15 fps且接著立即返回至6〇 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,對於人觀察者而士, 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 139840.doc •83- 200942305 ❹ 性。伺服器402(來自圖4a及圖4b)以穩定圖框速率(在_實 施例中,在60 fpS下)產生未經壓縮之視訊輸出流。時刻表 展示每一 1/60秒每一圖框961_97〇輸出。自圖框961開始, 將每-未經壓縮之視訊圖框輸出至低延時視訊壓縮器 綱,低延時視訊壓縮器4〇4在小於一圖框時間之時間中壓 縮該圖框,產生用於第一圖框之經壓縮之圖框丨981。經 產生用於經壓縮之圖框〗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-圖框時間(1/6()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(xmh時間)991(指示傳輪時 間之持續日夺間的箭頭t長度)期間將其傳#。在下_個圖 框時間中,伺服器402產生未經壓縮之圖框2 962,將其壓 縮成經壓縮之圖框2 982,且在小於—圖框時間之傳輪時 間992期間以峰值資料速率941將其傳輸至用戶端々Η。One way to solve this problem is to simply configure the video compressor 404 to have its large data rate output as the peak data rate. Unfortunately, the resulting video output quality during the peak frame is poor because the compression algorithm is "extremely lacking". It’s also a sigh of misunderstanding~ Listening to the phenomenon of compression artifacts when there is a sudden change or rapid movement, and in time, the user begins to realize that when there is a sudden change or rapid movement, the fake shadow is always a sudden heart. And it can become quite annoying. Although the human visual system is quite sensitive to visual artifacts that occur during sudden changes or rapid motions, it is very sensitive to the reduction in frame rate in such situations (4). In fact, when these sudden changes occur, it seems that the human visual system is focused on tracking the changes, and if the frame rate temporarily drops from 60 fpS to 3 〇 fps and then immediately returns to 6 〇, then the person The 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 or even 15 fps and then immediately returns to 6 〇 fps, the human visual system will not notice. As long as the frame rate reduction occurs only occasionally, it seems that the video viewer is constantly performing at 60 fps for the human observer. This feature of the human visual system is utilized by the technique illustrated in Figure 9b ❹ 139840.doc • 83- 200942305 ❹. Server 402 (from Figures 4a and 4b) produces an uncompressed video output stream at a stable frame rate (in the embodiment, at 60 fpS). The timetable shows the output of each frame 961_97 per 1/60 second. Starting from frame 961, the per-uncompressed video frame is output to the low-latency video compressor, and the low-latency video compressor 4〇4 compresses the frame for less than one frame time, resulting in The compressed frame of the first frame 丨 981. The data generated for the compressed frame 981 can be larger or smaller depending on many factors as previously described. If the data is small enough to transmit the peak data rate 941 to the client 415 at frame time (1/6 () seconds) or less than one frame time, then at the transmission time (xmh time) 991 (indication) During the round of the duration of the arrow between the length of the t), it will be passed #. In the next frame time, the server 402 generates an uncompressed frame 2 962, which is compressed into a compressed frame 2 982, and at a peak data rate during a transit time 992 less than the frame time. 941 transmits it to the client.

接著,在下一個圖框時間中,飼服器402產生未經壓$ 之圖框3 963。當由視訊壓縮器4〇4來壓縮未經麼縮之圖才 3 963時’所得的經i縮之圖框3 983為比可以峰值資料$ 率941在-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期間將其傳輸,其佔據所有圖框以 及下-個圖框時間之一部分。現在,在下一個圖框時間其 門伺服益402產生另一未經壓縮之圖框4 964且將 至視訊壓縮器4〇4’但資料被忽略且藉由974來說明了此 因為視訊壓縮器404經組態以忽略在其仍傳輸先前經壓紹 之圖框時到達的其他未經a縮之視訊圖框^當然,用戶端 139840.doc •84· 200942305 415之視訊解壓縮器將未能接收到圖框4,但其簡單地繼續 在顯不器件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3〇 fps)。 ' 對於下一個圖框5,伺服器402輸出未經壓縮之圖框5 • 965,將其壓縮成經壓縮之圖框5 985且在傳輸時間995期 間在1圖框内將其傳冑。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⑵上。接著,飼服器4〇2輸 瘳 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^^在傳輸時間(4 倍峰值)996期間以峰值資料速率941傳輸經壓縮之圖框, 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 時間期間,視訊壓縮器404忽略來自伺服器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 fps 減J至15 fps)。接著最後,伺服器4〇2輸出圖框,視 〇 訊壓縮器404將其壓縮成經壓縮之圖框10 987,且在傳輸 時間997期間將其傳輸,且用戶端415之解壓縮器解壓縮圖 框10並將其顯示於顯示器件422上且再一次視訊以6〇邙3重 新開始。 注意,儘管視訊壓 '縮器404丟棄了來自由飼服器4〇2產生 之視訊流的視訊圖框,但其不會丟棄音訊資料(不管音訊 係以什麼形式來的),且當丢棄視訊圖框時視訊壓縮器 繼續壓縮音訊資料並將其傳輸至用戶端415,用戶端415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 139840.doc -85- 200942305 §fl之無論什麼器件。因此在丟棄圖框之週期期間,音訊繼 續而不減弱。與經壓縮之視訊相比,經壓縮之音訊消耗相 對小百分比之頻寬,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#使用先前所描述Next, in the next frame time, the feeder 402 produces a frame 3 963 that is uncompressed. When the compressed image is compressed by the video compressor 4〇4, the resulting reduced frame 3 983 is more than the data that can be transmitted in the frame time than the peak data $ rate 941. data. Therefore, it is transmitted during the transmission time (2 times peak) 993, which occupies all the frames and one part of the next frame time. Now, at the next frame time, the gate servo 402 generates another uncompressed frame 4 964 and will go to the video compressor 4〇4' but the data is ignored and is illustrated by 974 because the video compressor 404 It is configured to ignore other un-attenuated video frames that arrive when they are still transmitting previously compressed frames. Of course, the video decompressor at the client 139840.doc •84· 200942305 415 will not receive Go to block 4, but simply continue to display frame 3 over the display device 422 for 2 frame times (i.e., temporarily reduce the frame rate from 60 fps to 3 〇 fps). For the next frame 5, the server 402 outputs uncompressed frame 5 • 965, compresses it into compressed frame 5 985 and passes it through the frame 1 during transmission time 995. The video decompressor of client 415 decompresses frame 5 and displays it on display device (2). Then, the feeding device 4〇2 outputs the uncompressed frame 6 966 'video compressor 4〇4 to compress it into compressed frame 6 986' but the data obtained at this time is very good at the transmission time (4 times peak) During the 996 period, the compressed frame is transmitted at the peak data rate 941, but it takes almost 4 frame times to transmit the frame. During the next three frame times, the video compressor 404 ignores the three frames from the server 4〇2, and the decompressor of the client 415 stably holds the frame 6 on the display device 422 for a duration. 4 frame times (ie, temporarily reduce the frame rate from 6〇fps by J to 15 fps). Finally, the server 4〇2 outputs a frame, which is compressed by the video compressor 404 into a compressed frame 10 987, which is transmitted during transmission time 997, and decompressor decompressed by the client 415. Frame 10 is displayed on display device 422 and again video resumes at 6〇邙3. Note that although the video compression device 404 discards the video frame from the video stream generated by the feeder 4〇2, it does not discard the audio material (regardless of the form of the audio system), and when discarding During the video frame, the video compressor continues to compress the audio data and transmits it to the client 415. The client 415 continues to decompress the audio data and provides the audio to the user for playback of the sound 139840.doc -85- 200942305 §fl No matter what device. Therefore, during the period in which the frame is discarded, the audio continues without being attenuated. Compressed audio consumes a relatively small percentage of the bandwidth compared to compressed video and therefore does not have a significant impact on the overall data rate. 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. The example just described in Figure 9b is chosen to illustrate how the frame rate drops during the peak data rate, but the undescribed system uses the previously described

之循環Ι/P影像塊技術時,該等資料速率峰值及隨之發生的 丢棄的圖框很少,即使在高場景複雜度/高動作序列(諸如 在視訊遊戲、電影及某一應用程式軟體中出現的彼等)期 間亦如此。sub,減小的圖框速率罕有且暫時,且人的視 覺系統不會摘測到它們。In the case of loop P/P image block technology, the peak of these data rates and the consequent discarded frames are few, even in high scene complexity/high motion sequences (such as in video games, movies, and an application). The same is true during the period in which the software appears. Sub, the reduced frame rate is rare and temporary, and the human visual system does not measure them.

若將剛剛所描述之圖框速率減小機制應用於圖^中所 明之視訊流資料速率’則在圖9c令說明所得的梘訊流資 速率。在此實例中,2倍峰值952已減小至平坦化的2倍 值953 ’且4倍峰值955已減小至平坦化的4倍峰值955, 9整個視訊流資料速率934保持處於或低於峰值資料速 因此,使用上文所描述之技術’可經由通用網際網路及 ΪΓ=Γ路連接而以低延時來傳輸高動作視訊流。 一連接)上之::r ’資料中心與辦… 之辦公至環境中,可在無峰值情況下傳輸高 139840.doc • 86 - 200942305 動作視訊流,以使得多個使用者(例如,以4 5 Mbps傳輸60 fPs下之1920x1 〇8〇)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 • :在Λ施例中,主機代管服務210最初評估頻道之可用 最大 > 料速率622及延時以判定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 φ 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χ36〇),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螢幕 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210將遊戲暫停。在多人遊戲之狀況下,主機代管服務 Ο 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。 丢棄或延遲的封包 在一實施例中,若資料由於圖钝或圖仆中的視訊壓縮器 _ 404與用戶端415之間的封包吾失而丢失,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能夠減輕 視覺假影。在串流;[/Ρ圖框實施中,若存在丟失/延遲的= 包,則整個勞幕受影響,從而可能引起榮幕完全象結歷時 J39840.doc •87· 200942305 ❹ 一時間週期或展示其他螢幕寬視覺假影。舉例而令,若丢 失/延遲的封包引起I圖框之丟失,則在接收新的丨圖框之 前,解壓縮器將缺乏用於跟隨的所有P圖框之參考。若丟 失P圖框,則其將影響跟隨的用於整個螢幕之p圖框。視工 圖框出現之前有多久,此將具有較長或較短之視覺影響。 使用如圖7a及圖7b中所展示之交錯I/P影像塊,丟失/延遲 的封包不太可能影響整個螢幕,因為其僅影響受影響之封 包中所含有的影像塊。若每-影像塊之資料係在個別封包 内發送,則若封包去失,則其僅影響_影像塊。當然,視 覺假影之持續時間將取決於!影像塊封包是否丟失及在p影 像塊吾失之情況下在!影像塊出現之前將花f多少個= 框仁疋,假定螢幕上之不同影像塊係藉由!圖框非常頻 繁地(可能每個圖框)更新’則即使螢幕上之一影像塊受影 響,其他影像塊亦可能不受影響。另外,若某一事件引起 若干封包同時丢失(例如,鄰接陳線之電力中的暫時中斷 貧料流之尖峰信號),則一些影像塊將比其他影像塊受到 更〜θ但因為一些影像塊將藉由新的I影像塊迅速地 更新’所以其僅暫時受影響。又,在串流"Ρ圖框實施之情 況下,不僅1圖框為最關鍵圖框,而且!圖框極大,因此若 引起丟棄/延遲的封包之事件,則與小得多的^影像塊 八 ^框又衫響存在較高機率(亦即,若I圖框之任何部 分去失,則根本不可能可解I缩I圖框)。由於所有此等原If the frame rate reduction mechanism just described is applied to the video stream data rate as shown in Figure 2, the resulting video stream rate is illustrated in Figure 9c. In this example, the 2x peak 952 has been reduced to a flattened 2x value 953' and the 4x peak 955 has been reduced to a flattened 4x peak 955, 9 the entire video stream data rate 934 remains at or below Peak data rate Therefore, using the technique described above, high motion video streams can be transmitted with low latency via a universal internet and ΪΓ=Γ connection. A connection)::r 'data center and office... The office to the environment can transmit high 139840.doc • 86 - 200942305 motion video stream without peaks, so that multiple users (for example, to 4 5 Mbps transmission of 1920x1 〇8〇 under 60 fPs) can be connected using LAN or shared private data without flooding the network or network switch backplane. • Data Rate Adjustment • : In this embodiment, the colocation service 210 initially evaluates the channel's maximum available > material rate 622 and delay to determine the appropriate data rate for the video stream and then dynamically adjusts the data in response thereto. rate. To adjust the data rate, the 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 to 64 〇χ 36 〇), the video decompression logic 412 on the client 415 can scale the image to maintain the same image size on the display screen. In one embodiment, the colocation service 210 suspends the game in the event that the channel is completely exited. In the case of a multiplayer game, the colocation service Ο reports to other users that the user has quit the game and/or paused the game for other users. The discarded or delayed packet is lost in one embodiment if the data is lost due to blunt or packet loss between the video compressor _404 and the client 415 in the servant, or cannot be decompressed due to being too late to arrive. And the packet that satisfies the delay requirement of the decompressed frame • is lost without being received in order, and the video decompression logic 412 can mitigate visual artifacts. In the stream; [/ Ρ frame implementation, if there is a lost/delayed = package, the entire screen is affected, which may cause the glory to be exactly like the calendar J39840.doc •87· 200942305 ❹ a time period or display Other screen wide visual artifacts. For example, if a lost/delayed packet causes the I frame to be lost, the decompressor will lack a reference for all P frames to follow before receiving the new frame. If the P frame is lost, it will affect the p frame that is used for the entire screen. How long before the visual frame appears, this will have a longer or shorter visual impact. Using the interleaved I/P blocks shown in Figures 7a and 7b, the lost/delayed packets are less likely to affect the entire screen because it only affects the image blocks contained in the affected packets. If the data of each image block is sent in an individual packet, if the packet is lost, it only affects the image block. Of course, the duration of the visual artifact will depend! Whether the image block packet is lost or not in the case of the p image block! How many f will be spent before the image block appears = Assume that the different image blocks on the screen are used! The frame is updated very frequently (perhaps every frame), and even if one of the image blocks on the screen is affected, other image blocks may not be affected. In addition, if an event causes several packets to be lost at the same time (for example, a spike in the power of the adjacent cable that temporarily interrupts the lean stream), some image blocks will be subjected to ~θ more than other image blocks but because some image blocks will It is quickly updated by the new I image block' so it is only temporarily affected. In addition, in the case of the implementation of the stream " frame, not only the 1 frame is the most critical frame, but also! The frame is extremely large, so if the event of the discarded/delayed packet is caused, there is a higher probability of having a much smaller image block and then there is a higher probability (i.e., if any part of the I frame is lost, then It is impossible to solve the I-I frame). Due to all such originals

因’與Ι/P圖框之格士 L 相比,_封包被丟棄/延遲時,使用 ’、/塊導致小得多的視覺假影。 139840.doc -88* 200942305 -實施例試圖藉由將經壓縮之影像塊智慧地封裳於 TCP(傳輸控制協定)封包或UDp(使用者資料報協定)封包内 而減少去失封包之效應。舉例而言,在一實施例中,只要 • m將景彡像塊與封包邊界對準。wiGa㈣可如何在 • +實施此特徵之情況下將影像塊封裴於-系列封包1001_ 1005内。具體言之,在圖⑽中’影像塊越過封包邊界且 經無效率地封裝以致單—封包之丢失導致多個圖框之丢 失。舉例而言,若封包1〇〇3或1004丟失,則丟失三 9塊,導致視覺假影。 像 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T1、T3、T4、T7及T2分別與封包1001_1005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,而不越過封包邊界。基於影像塊中之每 〇 一者的大小,將影像塊Τ1與Τ6組合於一封包1001中;將 Τ3與Τ5組合於一封包1002中;將影像塊^與几組合於一 封包1003中;將影像塊丁8添加至封包1〇〇4;且將影像境τ2 添加至封包1005。因此,在此方案下,單一封包丟失將導 致不多於2個影像塊(而非如圖1 〇a中所說明的3個影像壤)之 丟失。 • 圖1〇b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 139840.doc -89- 200942305 域)丢失則此方式在顯示器上產生較不引人注意的假 影。 ’、 一實施例使用前向錯誤校正(FEC)技術來保護視訊流之 特疋卩刀以使其免受頻道錯誤之影響。如此項技術中已 知,諸如里德-所羅門及viterbi之FEC技術產生錯誤校正資 料貝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,j圖框)中出現,則FEC可用於校正該錯 誤。 FEC碼增加傳輸之資料速率,因此理想地,其僅在最需 要時使用1資料正被發送,且其將不導致非常引人注意 之視覺假影,則可較佳不使用FEC碼來保護資料。舉例而 言,緊接於丟失的I影像塊之前的p影像塊將僅在螢幕上產 生1/60秒之視覺假影(亦即,螢幕上之影像塊將不被更 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 之丽一I影像塊繼之以15個!>影像塊,則若緊接於1影像塊 之後之P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6〇 fps下,彼將為25〇毫秒)。人眼 將谷易偵測到250毫秒的流之中斷。因此,p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景> 像塊愈接近,用於彼p影像塊之資料愈 小。因此,跟隨I影像塊之1>影像塊不僅對於保護以免丟失 139840.doc -90- 200942305 而言更關鍵,而且其大小較小。此外,—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〗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1104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。The use of the ', / block results in a much smaller visual artifact than when the _ packet is discarded/delayed compared to the L/P frame. 139840.doc -88* 200942305 - Embodiments attempt to reduce the effect of lost packets by intelligently encapsulating compressed video blocks in TCP (Transmission Control Protocol) packets or UDp (User Datagram Protocol) packets. For example, in one embodiment, as long as • m aligns the scene block with the packet boundary. How wiGa(4) can encapsulate the image block in the -Series packet 1001_1005 with the implementation of this feature. Specifically, in Figure (10), the image block crosses the packet boundary and is inefficiently packaged so that the loss of the single-packet results in the loss of multiple frames. For example, if the packet 1〇〇3 or 1004 is lost, then three 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, the image block encapsulation logic 1010 aligns the image block with the packet boundary. Therefore, the image blocks T1, T3, T4, T7, and T2 are aligned with the boundaries of the packets 1001_1005, respectively. Image block encapsulation logic also attempts to combine image blocks into packets in a potentially more efficient manner without crossing the packet boundaries. Combining the image blocks Τ1 and Τ6 in one package 1001 based on the size of each one in the image block; combining Τ3 and Τ5 in one package 1002; combining the image blocks and several in one package 1003; The image block D8 is added to the packet 1〇〇4; and the image environment τ2 is added to the packet 1005. Therefore, under this scheme, the loss of a single packet will result in the loss of no more than 2 image blocks (rather than the three image areas as illustrated in Figure 1a). An additional benefit of the embodiment shown in Figures 1a is that the image blocks are transmitted in a different order in which they are displayed within the image. This method produces less noticeable artifacts on the display if the adjacent packets are lost due to the same event that interferes with the transmission (which would affect areas that are not in close proximity to each other on the screen 139840.doc -89 - 200942305). An embodiment uses forward error correction (FEC) techniques to protect the video stream's knives from channel errors. As is known in the art, FEC techniques such as Reed-Solomon and Viterbi generate error correction information and attach it to the material transmitted via the communication channel. If an error occurs in the basic data (for example, j frame), FEC can be used to correct the error. The FEC code increases the data rate of the transmission, so ideally, it is better to use the FEC code to protect the data only if the 1 material is being sent when it is most needed, and it will not cause very noticeable visual artifacts. . For example, a p-image block immediately before a lost I-picture block will only produce a 1/60 second visual artifact on the screen (ie, the image block on the screen will not be updated). This visual artifact can hardly be detected by the human eye. As the p-image block is further backwards from the I-image block, the loss of the p-image block becomes more and more noticeable. For example, if the image block loop pattern is used again in the image block, the Liyi I image block is followed by 15! > image block, if the P image block immediately after the 1 image block is lost, it causes the image block to display the incorrect image for 15 frame time (at 6〇fps, it will be 25〇 milliseconds) ). The human eye will detect the interruption of the flow of 250 milliseconds. Therefore, the more the p image block is from the new I image block (that is, the closer the P image block follows the image block), the more noticeable the artifact is. As discussed previously, nevertheless, in general, the P-picture block follows the I-view> the closer the block is, the smaller the data for the block of the image. Therefore, the 1> image block following the I image block is not only more critical for protection from loss 139840.doc -90- 200942305, but also its size. In addition, in general, the smaller the information that needs to be protected, the smaller the FEC code needed to protect it. Thus, as illustrated in Figure 11a, in one embodiment, only the image block has an FEC code due to the importance of the j image block in the video stream. Therefore, fec 1101 contains an error correction code for I picture block 1100 and 1104 contains an error correction code for I picture block 1103. In this embodiment, no FEC is generated for the p-picture block.

在圖Ub中所說明之一實施例中,對於在丟失時最可能 引起視覺假影之p影像塊亦產生FECU^。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FEC碼(其將傾向於自選在Z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FEC碼連同影像塊一起發送, 而是將影像塊傳輪兩次’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。 :圖Uc中所展示之一實施例中,產生分別用於與視訊 同時自主機代管服務傳輸之音訊封包⑴〇及此的咖碼 1111及⑴3。維持視訊流中之音訊之完整性特別重要,因 為失真之音訊(例如’滴答聲或嘶嘶聲)將導致特別 之者直體驗碼幫助確保音訊内容在用戶端電腦 415處無失真地再現。 ,在另7實施例巾,並非將FEC碼連同音訊:㈣―起發 达而疋將音訊資料傳輸兩次,每次在不同封包中傳輸。 139840.doc -91 · 200942305 若一封包丟失/延遲,則使用另一封包。 另外,在圖lid中所說明之一實施例中’叩〇碼1121及 1123分別用於自用戶端415上行傳輸至主機代管服務之 使用者輸入命令(例如,按鈕按壓)112〇及1122。此係重要 的因為在視讯遊戲或應用程式中漏掉按紐按壓或滑鼠運 動可能導致不合需要之使用者體驗。 在另一實施例中,並非將FEC碼連同使用者輸入命令資 料一起發送,而是將使用者輸入命令資料傳輸兩次,每次 在不同封包中傳輸。若一封包丟失/延遲,則使用另—封 包。 在一實施例中,主機代管服務210評估與用戶端415之通 信頻道之品質,以判定是否使用!^]^,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FEC。評估頻 道之「品質」可包括如上所述的諸如估計封包丟失、延時 等之功能。若頻道特別不可靠,則主機代管服務21〇可對 所有I影像塊、p影像塊、音訊及使用者命令應用fec。相 比之下,若頻道可靠,則主機代管服務21〇可僅對音訊及 使用者命令應用FEC’或可不對音訊或視訊應用fec,或 可根本不使用FEC。可使用FEC之應用之各種其他排列, 同時仍遵守此等基本原理。在一實施例中,主機代管服務 210不斷地監視頻道之狀況且相應地改變FEc策略。 在另一實施例中,參看圖4a及圖4b,當封包丟失/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 139840.doc -92- 200942305 ❹ 戶端415評估在將接收新的〖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21〇之來回行程延時相 比較。若來回行程延時小於新的〗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影像塊。將此訊息路由至視訊壓縮器4〇4,且其並 非產生用於資料已丟失之影像塊的p影像塊,而是產生工影 像塊。假定圖4a及圖4b中所展示之系統經設計以提供通常 小於嶋秒之來㈣料時,貞彳此導致料⑽校正於8〇 毫秒内(在60fPs下,圖框具有16.67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25〇毫秒中斷引人注 意)。當壓縮器404脫離其通常的循環次序而產生此種工影像 塊時,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 塊通常將應為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⑶像塊的 影像塊將接收I影像塊。儘管此動作暫時延遲11圖框循環之 階#又,但其通常將在視覺上不引人注意。 視訊及音訊壓縮器/解磨縮器實施 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_像塊。在-實施例巾使用在 2.66 GHz或更高下執行之雙核處理器、四電腦 139840.doc -93- 200942305 系統,每一核心作為獨立過程實施開源x264 H.264壓縮 器。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,CPU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1201-1208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 xl為基礎之DVI俘獲卡(諸如,來自Netherlands的 Microtronix of Oosterhout之 Sendero視訊成像 IP 開發板)來 俘獲640x480、800x600或1280x720解析度下的未經壓縮之 視訊,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DVI匯流排傳送至系統RAM中。將該等影 像塊配置成4x2配置1205(儘管其說明為方形影像塊,但在 此實施例中,其具有160x240解析度)。x264之每一實例化 經組態以壓縮該8個160x240影像塊中之一者,且其經同步 化以使得在初始I影像塊壓縮之後每一核心進入一循環, 每一圖框與另一圖框不同相,以壓縮一 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,使用先前所描述之技術將所得的經壓 139840.doc -94- 200942305 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 ' 超過私疋峰值資料速率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FFmpeg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 一影像塊路由至FFmpeg實例化,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415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402。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402 上執行之遊戲或應用程式,伺服器4〇2為使用Intel 2 16 GHz雙核CPU執行Windows之PC。伺服器402接著產生新圖 φ 框並經由其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。 同時’伺服器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 上的數位音訊輸入端。Vorbi s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。 在貫施例中,完成壓縮其影像塊之核心首先執行音訊壓 139840.doc -95- 200942305 縮。接著將經壓縮之音訊連同經壓縮之視訊—起傳輸,並 在用戶端415上使用Vorbis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 分率行進,且因此可判定光在光纖中之確切傳播速度。但 是,在實踐中,考慮用於路由延遲、傳輸無效率及其他耗 用之時間,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1〇〇〇英里來回行程延 時為約22毫秒,且最佳3000英里來回行程延時為約以毫 秒。因此,一美國海岸上之單一伺服器將距離過遠以致不 能以所要之延時伺服另一海岸上之用戶端(其可能達3〇〇〇 英里遠)。然而,如圖13a中所說明,若主機代管服務21〇 伺服器中心1300定位於美國之中心(例如,Kansas、 Nebraska等)’以致至美國大陸中之任何點之距離為約15〇〇 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10-15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ISP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 139840.doc •96· 200942305 1 + 1 + 15+32+1 + 16+6 + 8 = 80毫秒。因此,通常可在丨5〇〇英里 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。In one embodiment illustrated in Figure Ub, FECU^ is also generated for p-image blocks that are most likely to cause visual artifacts when lost. In this embodiment, FEC 1105 provides error correction codes for the first 3 p-image blocks but not for the following p-picture blocks. In another embodiment, an FEC code is generated for the p-image block with the smallest data size (which would tend to be the P-block that was originally generated after the Z-image block, which is most critical for protection). In another embodiment, instead of transmitting the FEC code along with the image block, the image block is transmitted twice twice each time in a different packet. If one packet is lost/delayed, another packet is used. In one embodiment shown in Figure Uc, audio packets 1111 and (1) 3, respectively, for audio packets (1) transmitted from the colocation service simultaneously with the video are generated. Maintaining the integrity of the audio in the video stream is particularly important because distorted audio (e.g., 'clicks or clicks') will result in a special direct experience code that helps ensure that the audio content is reproduced without distortion at the client computer 415. In the other seven embodiment, the FEC code is not transmitted together with the audio: (4), and the audio data is transmitted twice, each time in a different packet. 139840.doc -91 · 200942305 If a packet is lost/delayed, another packet is used. In addition, in one embodiment illustrated in Figure lid, the 'keys 1121 and 1123' are used for user input commands (e.g., button presses) 112 and 1122 for uplink transmission from the client 415 to the colocation service, respectively. This is important because missing button presses or mouse movements in a video game or application can result in an undesirable user experience. In another embodiment, rather than transmitting the FEC code along with the user input command data, the user input command data is transmitted twice, each time in a different packet. If a packet is lost/delayed, an additional packet is used. In one embodiment, the colocation service 210 evaluates the quality of the communication channel with the client 415 to determine whether to use it! ^]^, and if used, determines which part of the video, audio, and user commands should be applied for FEC. The "quality" of the evaluation channel may include functions such as estimating packet loss, delay, etc. as described above. If the channel is particularly unreliable, the colocation service 21 can apply fec to all I video blocks, p video blocks, audio and user commands. In contrast, if the channel is reliable, the colocation service 21 can apply FEC' only to audio and user commands or fec to audio or video, or FEC may not be used at all. Various other arrangements of FEC applications can be used while still adhering to these basic principles. In an embodiment, the colocation service 210 constantly monitors the status of the channel and changes the FEc policy accordingly. In another embodiment, referring to FIG. 4a and FIG. 4b, when the packet is lost/delayed, resulting in loss of image block data, or if the FEC is unable to correct the lost image block data due to the particularly bad packet loss, The 139840.doc -92- 200942305 server 415 evaluates how many frames remain before the new image block will be received and compares it to the round trip delay from the client 415 to the colocation service 21 . If the round trip delay is less than the number of frames before the new image block should arrive, the client 415 sends a message to the colocation service 21 to request a new I block. This message is routed to the video compressor 4〇4, and instead of generating a p-image block for the image block in which the data has been lost, a work image block is generated. Assuming that the system shown in Figures 4a and 4b is designed to provide a material that is typically less than a leap second (four), this causes the material (10) to be corrected within 8 milliseconds (at 60fPs, the frame has a duration of 16.67 milliseconds). Therefore, the 80mm delay in the full frame time will result in a corrected image block within 83 to 33 milliseconds, and 83.33 milliseconds for 5 frame times, which is an attractive interruption, but far less than (for example) for 15 A frame of 25 〇 milliseconds interrupts attention). When the compressor 404 is out of its normal cyclic order to generate such a work image block, if the I image block will cause the bandwidth of the frame to exceed the available bandwidth, the compressor 404 will delay the cycle of the other image blocks, so that The other image blocks receive the P image block during the frame time (even if the image block will normally be an I image block during the frame), and then the usual loop will continue from the next frame' and will usually The image block that received the (3) image block in the previous frame will receive the I image block. Although this action temporarily delays the order of the 11 frame loops, it will usually be visually unobtrusive. Video and Audio Compressor/De-Finishing Apparatus Implementation Figure 12 illustrates a particular embodiment in which a multi-core and/or multi-processor 1200 is used to compress 8-bit blocks in parallel. The -invention towel uses a dual-core processor running at 2.66 GHz or higher, a four-computer 139840.doc-93-200942305 system, and each core implements an open source x264 H.264 compressor as a separate process. However, a variety of other hardware/software configurations can be used while still adhering to these basic principles. For example, each of the CPU cores can be replaced by an H.264 compressor implemented in an FPGA. In the example shown in Figure 12, cores 1201-1208 are used to process I and P 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 multi-threaded processing operating 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 a PCI Express xl-based DVI capture card (such as the Sendero Video Imaging IP Development Board from Microtronix of Oosterhout in the Netherlands) to capture uncompressed video at 640x480, 800x600 or 1280x720 resolution, and the FPGA on the card Direct memory access (DMA) is used to transfer the captured video to the system RAM via the DVI bus. The image blocks are configured in a 4x2 configuration 1205 (although this is illustrated as a square image block, in this embodiment it has a 160x240 resolution). Each instantiation of x264 is configured to compress one of the eight 160x240 image blocks and is synchronized such that each core enters a loop after initial I image block compression, each frame and another The frames are out of phase to compress an I image block followed by seven P image blocks, as illustrated in FIG. At each frame time, the resulting compressed 139840.doc -94 - 200942305 thumbnail blocks are combined into a packet stream using the techniques previously described, and the compressed image blocks are then transmitted to the destination client 41 5 . Although not illustrated in Figure 12, if the data rate of the combined 8 image blocks exceeds the private peak data rate 941, all 8 χ264 processes will temporarily wait for the necessary frame time until the transmission is completed. Up to the data of the combined 8 image blocks. In one embodiment, the client 415 is implemented as a software executing the 8 _ instantiated pcs of FFmpeg. The receiving process receives eight image blocks and routes each image block to FFmpeg for instantiation, and FFmpeg instantiates the decompressed image block and reproduces it to the appropriate image block location on display device 422. The client 415 receives the keyboard, mouse, or game controller input from the input device driver of the PC and transmits it to the server 402. The server 402 is connected to the input device data received by the application and applied to the game or application executed on the server 402. The server 4〇2 is a PC that executes Windows using the Intel 2 16 GHz dual-core CPU. Server 402 then generates a new frame φ box and via its DVI output, the new frame is output from the motherboard-based graphics system or via the DVI output of the NVIDIA 8800GTX PCI Express card. At the same time, the server 402 outputs audio generated by the game or application via its digital audio output (eg, S/PDIF), which is coupled to a dual quad-core Xeon-based PC that implements video compression. Digital audio input. Vorbi's open source audio compressor is used to compress audio simultaneously with video, regardless of the core that can be used to process the thread. In the example, the core of the compressed image block is first compressed to perform the audio pressure 139840.doc -95- 200942305. The compressed audio is then transmitted along with the compressed video and the compressed audio is decompressed at the client 415 using a Vorbis audio decompressor. The colocation service server center distributes light traveling through the glass (such as an optical fiber) at a fraction of the speed of the light in the vacuum, and thus the exact propagation speed of the light in the fiber can be determined. However, in practice, considering the routing delay, transmission inefficiency, and other elapsed time, we have observed that the optimal delay on the Internet reflects a transmission speed that is closer to 50% of the speed of light. Therefore, the optimal 1 mile round trip delay is about 22 milliseconds, and the optimal 3000 mile round trip delay is about 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 3 miles away) with the desired delay. However, as illustrated in Figure 13a, if the colocation service 21/server center 1300 is located at the center of the United States (e.g., Kansas, Nebraska, etc.), the distance to any point in the continental United States is about 15 miles. Or below 1500 miles, the 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, in general, in the case of DSL and cable modem systems, we observe a delay of approximately 10-15 milliseconds. 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 a typical 15 millisecond user ISP round trip delay used and a maximum internet distance of 1500 miles for a 32 millisecond round trip delay, the time from when the user actuates the input device 42 1 The total round trip delay for seeing a response on display device 422 is 139840.doc • 96· 200942305 1 + 1 + 15+32+1 + 16+6 + 8 = 80 milliseconds. As a result, 80 millisecond response time is typically achieved over an Internet distance of 〇〇5〇〇 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.

在圖13b中所說明之另一實施例中,主機代管服務2ι〇饲 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13()1交換資訊,網路i3Gi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0 儘^凋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 2因素亦起作用。有時經由網際網路將封包流路由至距離 © 遢之位置且再次返回,從而導致來自長循環之延時。有時 在路技上存在不適當操作之路由設備,從而導致傳輸之延 Τ °有時存在使路徑超載之訊務,其引人延遲。此外有 ^ ’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 導致路由至使用者之本端區域之外部的長距離連接的情況 )仁忒可罪性及延時得不到任何保證且常常不可自使 139840.doc •97· 200942305 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HS1_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。在一實施例中,用戶=. 與所有主機代管服務祠服器中心或主機代管服務伺服器中 心之一子集通信,選擇具有最低延時連接之主機代管服務 伺服器中心。用戶端可選擇具有最低延時連接之服務中❹ 心,或伺服ϋ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)提供仏用戶 端。 、=π尸 哎秋汉/ ¾使用者之遊 右特定主機代管服務伺 戲錢用程式可容忍至另…較少載人之主機代管服務伺 服盜中心的延時,則可將用戶端415重定向至另—主機代 管服務伺服器中心。在此種情形下,將使使用者正執行之 遊戲或應用程式在使用者之超载伺服器中心處的伺服器 402上暫停’且將遊戲或應用程式狀態資料傳送至另—二 機代管服務伺服器中心處之伺服器4〇2。接著將重妒 該遊戲或應用程式。在一眚祐相丨由 ° Λ在實㈣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(例如,遊戲中 之級別之間,或者在使用者在應用程式中起始「保存」操 作之後)才進行傳送。在又一實施 -In another embodiment illustrated in Figure 13b, the colocation service 2i〇feeder center HS1-HS6 is strategically located around the United States (or other geographic area), a larger hosted service server The center is located close to the high population center (for example, HS2 and HS5). In one embodiment, server hubs hS1-HS6 exchange information via network 13()1, which may be an internet or private network or a combination of both. In the case of multiple server centers, it is possible to provide a service to a user with a high user Isp delay 453 at a lower delay. The distance on the network is indeed affected by the round trip delay through the Internet. Factors, but sometimes the two factors that are largely unrelated to the delay also work. Sometimes the packet flow is routed via the Internet to the distance © 遢 and returned again, resulting in a delay from the long loop. Sometimes there are routing devices that are not properly operated on the road technology, resulting in delays in transmission. Sometimes there are traffic overloading the path, which leads to delays. In addition, there is a fundamental reason for preventing the user's Isp from routing to a given destination. Therefore, although the universal Internet usually provides a connection 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 in the case of a long-distance connection that leads to the outside of the user's local area.) The guilty and delay is not guaranteed and often cannot be used 139840.doc •97· 200942305 User's place to general Achieved by a given destination on the Internet. In one 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 initiates and each of the available colocation service server centers HS1_HS6 at startup. Communication (eg, using the techniques described above). If the delay is low enough for a particular connection, use the connection. In one embodiment, the user =. communicates with a subset of all of the hosted service server centers or the hosted service server centers, selecting the hosted service server center with the lowest latency connection. The client can select the service with the lowest latency connection, or the server 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. , = π 哎 哎 哎 / / / 3⁄4 user tour right specific host escrow service service money program can tolerate to another ... less manned host escrow service server pirate center delay, then the user terminal 415 Redirect to the other-hosted service server hub. In this case, the game or application being executed by the user will be paused on the server 402 at the user's overloaded server center and the game or application status data will be transferred to the other server. The server at the server center is 4〇2. The game or application will then be replayed. In a 眚 丨 丨 ° ° Λ 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在The transfer is only performed after the "Save" operation. In yet another implementation -

將專待直至使用者活動停止歷時指定時間週期(例如,W 139840.doc •98· 200942305 鐘)為止且接著將在彼時起始傳送。 如上所述纟一實施例中,主機代管服務㈣訂用圖Μ 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。如本文中所伟用夕咖晰 • β便用之網際網路繞過服務係提供自 .網際網路上之一點至另'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210正使用纟“ Μη*。提供的 籲舰了之肌服務接收來自使用者之大量訊務(而非路由至 ' 之San FranC1SC〇為基地的中央辦公室),則主機代 管服⑽將在以SanFrancisc〇為基地之中央辦公室與用 於主機代管服務210之飼服器中心十的一或多者之間租用 ㈣服務提供者(可能為⑽了本身或另—提供者)之高容量 私用資料連接。接著,芒自 ' 自所有主機代管服務伺服器中心 肌福經由利網際網路至—⑽山 ^之使用者的路料致過高延時,料改為使用私用資 ❹ #連,°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21〇之一小百分比 連接至使用者,總成本影響就低,且使用者將體驗到更一 貫之服務體驗。 . 纟電力故障之情況下’飼服器中心常常具有兩個備用電 力層。第一層通常為來自電池(或來自替代的立即可用之 • &量源’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㈣騎時的,且電力幹料速返回(例 139840.doc -99· 200942305 如’在一分鐘内),則電池所 ^ 听兩的係保持伺服器中心運 轉。但右電力故障歷時較長蚌 食之打間週期,則通常啟動發雷 機(例如,柴油機供電)來取代電池且發電 即可運轉。該等發電機極昂貴, 八燃料 卩貝因為其必須能夠產生多遠 伺服器中心通常自電力幹線所得到的電力。 二=例中,主機代管服務·,之每—者彼此 八用使用者貧料,以便在一伺服器中心具有電力故障時, 其可將在進行中的遊戲及應用程式暫停,且接著將遊戲或 應用程式狀態資料自每—伺服器4 〇 2傳送至其他飼服器中 心處之飼服器402’且接著將通知每一使用者之用戶端415 以指導其傳達至新的伺服器4Q2。假㈣等情形偶爾出 現’則將使用者轉移至不能夠提供最佳延時之主機代管服 務伺服器中心(亦即’使用者將僅必須容忍較高延時歷時 電力故障之持續時間)可為可接受的,其將允許用於轉移 使用者之寬得多的範圍的選項。舉例而言,給定跨越美國 之時區差,則東海岸上之使用者在n:3QPM可能將要睡 眠,而西海岸上之使用者在8:3〇pM正開始在視訊遊戲使用 上達到峰值。若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 言的唯一後果將係較高延時。一旦將使用者自失去電力之 飼服器中心轉移,伺服器中心接著就可開始其伺服器及設 139840.doc •100- 200942305 備之有序切斷,以便在電池(或其他立即電力備用)耗盡之 前切斷所有設備。以此方式,可避免用於龍Μ心之發 電機的成本。 在一實施例中,在主機代管服務21〇之嚴重載入之時間 期間(或者由於峰值使用者載入,或者因為一或多個伺服 裔中心出故障)’基於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&,將為使It will be reserved until the user's activity is stopped for a specified period of time (eg, W 139840.doc • 98· 200942305) and then the transmission will begin at that time. In the embodiment described above, the colocation service (4) subscribes to the Internet bypass service 440 in an attempt to provide a guaranteed delay to its client. The Internet bypass service system, which is used in this article, provides a guaranteed feature (such as 'delay, data rate, etc.') from one point on the Internet to another point. Use the Internet route service. For example, if the colocation service 210 is using 纟"Μη*. The provided squad service receives a large amount of traffic from the user (rather than routing to the San FranC1SC as the base central office), The colocation service (10) will be rented between the central office based in SanFrancisc〇 and one or more of the feeding center 10 for the colocation service 210 (4) the service provider (possibly (10) itself or another - Provider's high-capacity private data connection. Then, Mang's from all the hosted service servers in the heartbeat via the Internet to the (10) mountain ^ user's road material caused a high delay, Instead of using private resources #连,° although private data connections are usually more expensive than routes via the universal Internet, as long as they maintain a small percentage of the colocation service 21% connected to the user, the total cost impact It's low, and users will experience a more consistent service experience. 纟In the case of power failures, the 'feeder center often has two backup power layers. The first layer is usually from the battery (or from the replacement) Ready-to-use • & the source of backup power such as the flywheel that keeps running and attached to the generator, which provides power immediately when the mains fails and keeps the server center running. If the power (four) is riding, And the power dry material speed returns (eg 139840.doc -99· 200942305 such as 'in one minute), then the battery is kept listening to the center of the server. But the right power failure lasts longer. , usually the lightning machine (for example, diesel powered) is activated to replace the battery and the power can be operated. These generators are extremely expensive, because the eight-fuel mussels must be able to generate how far the server center usually gets from the mains. In the second example, the colocation service, each of which uses the user's poor material, in order to have a power failure in a server center, it can suspend the ongoing games and applications, and The game or application status data is then transmitted from each server 4 〇 2 to the feeders 402' at the center of the other feeders and then the user 415 of each user is notified Instruct it to communicate to the new server 4Q2. If the situation occurs occasionally, then the user will be transferred to the host server service server that cannot provide the best delay (ie, the user will only have to tolerate higher delays). The duration of the power failure may be acceptable, which would allow for a much wider range of options for transferring the user. For example, given the time difference across the United States, the user on the East Coast is at n : 3QPM may be going to sleep, and users on the West Coast are starting to peak in video games at 8:3 〇pM. If there is a power failure in the hosted service server center on the West Coast, then other hosts will There may not be enough West Coast servers 4〇2 for handling all users at the server service server center. In such a case, some users may be transferred to a colocation service server center with an available server 402 on the East Coast, and the only consequence for the user will be a higher latency. Once the user has transferred from the center of the feeder that lost power, the server center can then begin its server and set the 139840.doc •100- 200942305 for an orderly cut-off so that the battery (or other immediate power reserve) Turn off all equipment before exhausting. In this way, the cost of the motor for the dragon's heart can be avoided. In an embodiment, during the time of severe loading of the colocation service 21 (or due to peak user loading, or because one or more servant centers fail) based on the game being used by the user or The application's delay requires the user to be transferred to another center. Because & will be

用品要低延時之遊戲或應用程式的使用者給出對存在有限 供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說月在以下特彳政描述中利用的用於主機代管服務 〇之伺服器中’、之組件的實施例^同圖中所說明之 主機代管服務210—樣,除非另外有條件,否則此伺服器 中心之組件由主機代管服務210控制系統401來控制及協 調。 將來自使用者用戶端415之入埠網際網路訊務15〇1指引 至入蜂路由1502。通常’入埠網際網路訊務15〇1將經由至 網際網路之高速光纖連接而進入伺服器中心,但具有足夠 頻寬、可罪性及低延時之任何網路連接構件將係足夠的。 入埠路由1502係網路(該網路可實施為乙太網路、光纖頻 道網路,或經由任何其他輸送構件)交換器及支援該等交 換器之路由伺服器的系統,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1521·ΐ525。在一實施 例中,遞送至特定應用程式/遊戲伺服器之封包表示自用 139840.doc 200942305 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/ 改變。在一些狀況下,(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 服益1521-1525。RAID陣列15U_1512連接至入埠路由網路 1502,以使得應用程式/遊戲伺服器1521-1525可讀取RAID 陣列15;Π-1512及寫入RAm陣列1511_15i2。另外,raid 陣列1515(其可實施為多個尺八11}陣列)亦連接至入埠路由 1502,且來自RAID陣列1515之資料可自應用程式/遊戲伺 服器1521-1525來讀取。入埠路由15〇2可在多種先前技術 ’周路架構(包括樹結構之交換器,入埠網際網路訊務1 1 在其根部)中實施;在互連所有各種器件之網狀結構中實 轭,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 、·且心為S AN,其儘官通常用於储存器件,但其亦可用於器 件之間的通用高速資料傳送。又,應用程式/遊戲伺服器 1521-1525可各自具有至入埠路由15〇2之多個網路連接。 舉例而言,伺服器1521-1525可具有至附接至尺…!)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/遊戲伺服器1521-1525可經相同地、有些不同 地或全部不同地來組態,如先前關於圖乜中所說明之實施 例中之祠服器402所描述的。在一實施例中,每一使用者 虽使用主機代管服務時通常為至少一應用程式/遊戲伺服 139840.doc •102- 200942305Users of games or applications with low latency give preference to available low latency server connections with limited supply. Host Hosting Service Feature Figure 15 shows an embodiment of the component in the server for the host hosting service used in the following special government description, and the host hosting service 210 illustrated in the figure. The components of this server center are controlled and coordinated by the host hosting service 210 control system 401 unless otherwise conditional. The incoming Internet traffic 15〇1 from the user client 415 is directed to the incoming bee route 1502. Usually, the Internet traffic 15〇1 will enter the server center via the high-speed fiber connection to the Internet, but any network connection component with sufficient bandwidth, sin and low latency will be sufficient. . Inbound routing 1502 is a network (which can be implemented as an Ethernet, fiber channel network, or via any other transport component) switch and a system that supports the routing servers of the switches, which arrives The packets are packetized and routed to the appropriate application/game server 1521·ΐ525. In one embodiment, the packet delivered to the particular application/game server represents a subset of the data received by the client 139840.doc 200942305 and/or may be other components within the data center (eg, a network connection component) , such as gateways and routers, to translate/change. In some cases, the packet is routed to more than one serving benefit 1521-1525 each time, for example, if the game or application is executing concurrently on multiple servers. The RAID array 15U_1512 is coupled to the incoming routing network 1502 such that the application/game server 1521-1525 can read the RAID array 15; the Π-1512 and the write RAm array 1511_15i2. In addition, a raid array 1515 (which can be implemented as a plurality of shakuhachi 11} arrays) is also coupled to the inbound routing 1502, and data from the RAID array 1515 can be read from the application/game servers 1521-1525. Incoming routing 15〇2 can be implemented in a variety of prior art 'circumferential architectures (including tree-structured switches, inbound Internet traffic 1 1 at its root); in a mesh structure interconnecting all of the various devices A solid yoke, or as a sub-network sequence of interconnects (concentrated traffic among interworking devices and centralized traffic isolation among other devices). One type of network, and the heart is S AN, which is commonly used for storage devices, but it can also be used for general high-speed data transfer between devices. Also, the application/game servers 1521-1525 can each have multiple network connections to the incoming route 15〇2. For example, servers 1521-1525 may have a network connection to a subnet attached to arrays 1511-1512 and another network connection to a subnetwork attached to other devices. The application/game servers 1521-1525 can be configured identically, somewhat differently, or all differently, as previously described with respect to the server 402 in the embodiment illustrated in the drawings. In one embodiment, each user typically uses at least one application/game servo when using the colocation service 139840.doc • 102- 200942305

器1521-1525。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 服器1521-1525。自用戶端415(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1 5 〇丨,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 與其相關聯之音訊的下一個圖框。應用程式/遊戲伺服器 1521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(包括一或 多個超高速乙太網路連接)而輸出未經壓縮之視訊,但在 -實施例中,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 s B )連 接而輸出。 八用視訊壓縮i530壓縮來自剌程式/遊戲飼服器i^i_ 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 _ 、 j存在用於母一應用程式/遊戲 司服森1521-1525之專用塵縮器,或若壓縮器足夠快,則 可使用給㈣縮器來壓縮來自—個以上應用 司 服器 1521-1525之鉑 4 視汛/ a矾。舉例而言,在6〇加下 訊圖框時間為16 67奩 # 夕右壓縮器能夠在1毫秒内壓縮 1圖框,則彼壓縮器可用於益山% ^ ^ 取得來自一個接—個之伺 服盗的輸入而壓缩央 I權來自多達16個應用程式/遊戲伺服器 139840.doc -103- 200942305 1521-1525之視訊/音訊,該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Μ縮硬體的實質成本節省。因為不同 祠服器將在不同時間完成圖框’所以在一實施例中,壓縮 器資源係處於具有用於儲存每一壓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 判定彼時哪個壓縮資源可用,為該壓縮資源提供伺服器之 壓縮過程之狀態及待壓縮的未經壓縮之視訊/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,諸如先前圖框之經解壓縮之圖框 緩衝資料(其可用作用於p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;壓縮品質、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(如圖外中 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I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1521-1525所判定的,所以應用程 式/遊戲伺服器1521-1525將相關資訊發送至共用硬體壓縮 139840.doc •104· 200942305 1530。 共用硬體壓縮1530亦使用諸如先前所描述之彼等構件之 構件將經壓縮之視訊/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4丨5接收且以可行之高品質及可靠 性解壓縮的能力。 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㈣式/遊戲舰n1521_1525之視訊/音訊輸出㈣ 在多個解析度下(或以其❿多個格式)可肖。若應用程式/遊 戲飼服器1521-1525如此通知共用硬體壓縮153〇資源,則 彼應用程式/遊戲伺服器1521_1525的未經壓縮之視訊音訊1521-1525. For the sake of simplicity of the description, it will be assumed that a given user is using the application/game server 1521, but multiple servers can be used by one user, and multiple users can share a single application/game server 1521 -1525. The user's control input sent from the client 415 (as previously described) is received as an incoming Internet service 15 5 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 a control input to the game or application executing on the server and calculates the video and the next frame of the audio associated therewith. The application/game server 1521 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 one or more ultra-high speed Ethernet connections), but in an embodiment, the video is output via a DVI connection, and the audio and Other compression and communication channel status information is output via a universal serial bus (U s B ) connection. The eight-video compression i530 compresses the uncompressed video and audio from the program/game pad i^i_ 1525. This compression can be implemented entirely in hardware or in hardware that executes the software. There may be a special dust reducer for the parent application/game server 1521-1525 with _, j, or if the compressor is fast enough, the (four) reducer can be used to compress the application from more than one application. Platinum 4 of the 1521-1525 is viewed as / a矾. For example, when the 6〇 plus frame time is 16 67奁#, the right compressor can compress 1 frame within 1 millisecond, then the compressor can be used for Yishan % ^ ^ to obtain the servo from one connection. The thief's input is compressed by up to 16 applications/game servers 139840.doc -103- 200942305 1521-1525 video/audio, which stores the state of each video/audio compression process and when Switch background when looping through the video/audio stream from the server. This results in substantial cost savings for the collapsed hardware. Because different servers will complete the frame at different times' so in one embodiment, the compressor resources are in a shared storage component (eg, RAM, flash memory) with a state for storing each compression process. In the shared pool 153, and when the server 1521-1525 is complete and ready to be compressed, the control component determines which compressed resource is available at the time, provides the state of the compression process of the server and the uncompressed Compressed video/audio frame. Note that one of the states of the compression process for each server includes information about the compression itself, such as the decompressed frame buffer data of the previous frame (which can be used as a reference for the p image block), Resolution of video output; quality of compression; image block structure; allocation of bits per image block; compression quality, audio format (eg stereo, surround sound, Dolby® AC-3). However, the compression process state also includes information about the following communication channel status: 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 There are channel characteristics that should be considered in compression (such as excessive packet loss) that affect compression decisions (eg, in terms of the frequency of I-picture blocks, etc.). Since the peak data rate 941 or other channel characteristics change over time 'as determined by the application/game server 1521-1525 that supports each user monitoring the data sent from the client 415, the application/game The server 1521-1525 sends the relevant information to the shared hardware compression 139840.doc • 104· 200942305 1530. The shared hardware compression 1530 also encapsulates the compressed video/audio using components such as those previously described, and, where appropriate, applies a fec code, copies specific material, or takes other steps to adequately ensure video. The audio data stream is received by the client 4丨5 and is decompressed with a viable high quality and reliability. Some applications (such as those described below) need to be given the video/audio output of (4)/game ship n1521_1525 (4) at multiple resolutions (or in multiple formats). If the application/game server 1521-1525 thus informs the shared hardware to compress 153 resources, the uncompressed video of the application/game server 1521_1525

❷ 1529將被以不同格式、不同解析度及/或在不同封包/錯誤 校^結構中同時壓縮。在—些狀況下,—些壓縮資源可在 壓縮同一視訊/音訊之多個壓縮過程當中共用(例如,在許 多S縮肩算法中’存在藉以在應用壓縮之前將影像按比例 ㈣至多個大小的步驟。若需要輸出不同大小之影像則 此步驟可用於同時伺服若干個壓縮過程)。纟其他狀況 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ΐ52ι_ΐ525(一或多 個)所而的所有各種解析度及格式的經壓縮之視訊/音訊 ⑽同時輸出至出埠路由測。在—實施例中,經壓縮之 視訊/音訊1539之輸㈣、處於卿格式,因此其為單向 流0 出 埠路由網路154〇包含一系列路由飼服器及交換器 該 139840.doc -105- 200942305 系列路由伺服器及交換器將每一經屢縮之視訊/音訊流經 由出蟑網際網路訊務1599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 回至延遲緩衝器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1540可將給定視訊/音訊流同時輸出至 夕個目的地。在一實施例中,此係使用網際網路協定(ip) 多播來實施,#中廣播意欲同時串流至多個目的地之給定 WDP抓,且該廣播由出埠路由154〇中之路由伺服器及交換 器來重複。廣播之s亥多個目的地可係經由網際網路而至多 個使用者之用户端415、經由入埠路由丨5 〇 2而至多個應用 程式/遊戲伺服IU52M525,及/或至—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 1521-1525同時由一使用者使用(例如,在用於產生具有複 雜場景之3D輸出的並行處理组態中)且每一祠服器產生所 得影像之部分,則可由共用硬體壓縮153〇將多個伺服器 1521-1525之視訊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。 注意,在一實施例中,將由應用程式/遊戲伺服器1521_ 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 139840.doc •106- 200942305 少某一數目之分鐘(在一實施例中為i 5分鐘)。此允許每一 使用者「回倒」來自每一會話之視訊,以便核查先前工作 或業績(在遊戲之狀況下)。因此,在一實施例中,將路由 . 至使用者用戶端415的每一經壓縮視訊/音訊輸出1539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1515上時,延遲緩衝器1515上之目錄提供應用程式/遊 戲伺服器(其為延遲之視訊/音訊之來源)之網路 位址與延遲緩衝器1515上可發現延遲之視訊/音訊之位置 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/遊戲伺服器1521-1525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。一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 參 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,1600)為在運動中的現場直播之視訊窗,其展示來自 一使用者之遊戲的一視訊。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 . 其隱藏在哪裡且其可選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 139840.doc -107· 200942305 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)、所有一類別之遊戲 (均由不同玩家來玩)、僅遊戲之頂級玩家、遊戲中之給定 級別的玩家,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 之視訊疋否可由他人檢視,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 伺服器1521-1525藉由向每一使用者(該應用程式/遊戲伺服 益1 521-1 525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1502或另一網路來發送。該訊息將 包括被凊求之視訊/音訊之大小及格式,且將識別檢視使 用者介面螢幕之使用者。給定使用者可選擇選擇「盜版」 模式且不准許任何其他使用者檢視其遊戲之視訊/音訊(自 其檢視點或者自另一檢視點),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,但延遲所 檢視之視訊/音訊。使用者應用程式/遊戲伺服器Μ〕】· 1525(其接收並接文允許其視訊/音訊被檢視之請求)將因此 向凊求伺服器確認,且其亦將通知共用硬體壓縮〗53〇需要 J39840.doc -108- 200942305 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4a示經壓縮視的目的地(亦即,請求祠服器)。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缓衝器 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 ❹ 延遲緩衝器15 15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15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15〇2、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 • 伺服器來解壓縮及顯示。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1521_ 1 5 25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牦 〇 之主機代管服務控制系統類似之中央「管理」服務(圖15 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—實施例中,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一起(可能 就為得到由被檢視之所有動作產生的「喧囂」之感覺), 或者使用者可選擇每次僅聽取來自一遊戲之音訊。 I39840.doc -109- 200942305❷ 1529 will be compressed simultaneously in different formats, different resolutions, and/or in different packet/error configurations. In some cases, some of the compressed resources may be shared among multiple compression processes that compress the same video/audio (eg, in many S-shoulder algorithms) to have the image scaled (four) to multiple sizes before applying compression. Step. 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, all of the various resolutions and formats of compressed video/audio (10) for a given application/game server ΐ52ι_ΐ525 (one or more) are simultaneously output to the outbound routing. In the embodiment, the compressed video/audio 1539 is transmitted (four), in the qing format, so it is a unidirectional stream 0 outbound routing network 154 〇 comprising a series of routing feeders and switches 139840.doc - 105- 200942305 Series Routing Servers and Switches direct each shrinking video/audio stream to the desired network via the Internet Protocol 1599 interface, which is typically connected to the Internet's fiber interface Or other destinations and/or return to the delay buffer 1515, and/or return to the incoming route 15〇2, and/or output via a private network (not shown) for video distribution. Note (as described below): Outbound Routing 1540 can simultaneously output a given video/audio stream to a destination. In one embodiment, this is implemented using Internet Protocol (IP) multicast, where the broadcast is intended to simultaneously stream to a given WDP capture of multiple destinations, and the broadcast is routed by the outgoing route 154 The server and the switch are repeated. Multiple destinations of the broadcast may be via the Internet to the user terminal 415 of the plurality of users, to the plurality of application/game servos IU52M525 via the incoming route 丨5 〇2, and/or to - or multiple Delay buffer 1515. Thus, the output of a given server 1521_1522 is compressed into one or more formats and each compressed stream is directed to one or more destinations. Additionally, in another embodiment, if multiple application/game servers 1521-1525 are simultaneously used by a user (eg, in a parallel processing configuration for generating 3D output with complex scenes) and each If the server generates a part of the obtained image, the video output of the plurality of servers 1521-1525 can be combined into a combined frame by the shared hardware compression 153, and the combined frame is processed as described above from the other side, as if It comes from a single application/game server 1521-1525. Note that in one embodiment, a copy of all of the video generated by the application/game server 1521_ 1525 (at least at the resolution of the video viewed by the user or higher resolution) is recorded in the delay buffer 1515 for a duration of 139840.doc •106- 200942305 Less than a certain number of minutes (i 5 minutes in one embodiment). This allows each user to "rewind" the video from each session to check previous work or performance (in the case of the game). Thus, in one embodiment, each compressed video/audio output 1539 stream routed to user client 415 is also multicast to delay buffer 1515. When the video/audio is stored on the delay buffer 1515, the directory on the delay buffer 1515 provides the network address and delay buffer 1515 of the application/game server (which is the source of the delayed video/audio). A reference between the location of the delayed video/audio can be found. The live, instantly viewable, instantly playable game application/game server 1521-1525 can be used not only to execute a given application or video game of the user, but also to establish support for hosting via the host The user interface application of the hosted service 210 of the navigation and other features of the service 210. A 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. Each of the thumbnails video windows (such as 1600) is a live video window in motion that displays a video from a user's game. The view shown in the thumbnail can be positive for the user. Look at the same view, or it can be a delayed view (for example, if the user is playing a wrestling game, the user may not want other users to see it. It is hidden where and it can choose to delay any view of its game play A time period (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 via the 139840.doc -107· 200942305 menu based on multiple criteria (not in this description) As shown in the figure), the selection of the game to be simultaneously viewed is selected. As a small sample of the exemplary selection, the user can select a random selection of the game (such as FIG. 16). The games shown in the game), all categories of games (both played by different players), only the top players of the game, players of a given level in the game, or lower level players (for example, if the player is learning Basic), a player who is a "partner" (or a competitor), a game with the largest number of viewers, etc. Note that 'generally, each user will decide whether the video from their game or application can be viewed by others, and If so, it is determined by which other people the video can be viewed and when it can be viewed by others, and whether the video can only be viewed with a delay. The application/game server 1521 that produces the user interface screen shown in FIG. -1525 obtains the 15 videos by sending a message to the application/game server 1521-1525 of each user (the application/game server 1 521-1 525 is requesting a game from the user) The audio feed is sent via the incoming route 1502 or another network. The message will include the size and format of the requested video/audio and will be identified. User of the user interface screen. A given user may choose to select the "Piracy" mode and not allow any other user to view the video/audio of their game (from their view point or from another view point), or as in the previous paragraph As described in the above, the user can choose to allow viewing of video/audio from their game, but delay the video/audio being viewed. User application/game server Μ] 1525 (its receiving and receiving text allows their video/ The request for the audio to be viewed will therefore be acknowledged to the requesting server, and it will also notify the shared hardware compression. 53) J39840.doc -108- 200942305 is required to generate the requested format or screen size (assuming the format and screen size are different) The additional compressed video stream of the format and screen size that has been generated, and which also shows 4a as the destination of the compressed view (ie, the request server). If the requested video/audio is only delayed, the application/game server is requested. 1521 1525 will be notified as such, and it will look up the location of the video/audio in the directory on the delay buffer 1515 and The delay buffer 15 15 acquires delayed video/audio for the network address of the application/game server 1521_1525 from which the video/audio source is delayed. Once all such requests have been generated and processed, up to 15 live broadcast thumbnail-sized video streams are routed from the outgoing route 1540 to the incoming route 15〇2, to the application/game server that generates the user interface screen. The 1521_1525 will be decompressed and displayed by the server. The delayed video/audio stream may be at an excessive screen size, and if so, the application/game server 1521_ 15 5 will decompress the streams and scale the video stream down to the thumbnail size. In one embodiment, the request for audio/visual is sent to a central "management" service (not shown in Figure 15) similar to the hosted service control system of Figure (and managed by a 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 mixing of audio from 15 games can produce harsh sounds. The user can choose to mix all the sounds together in this way (perhaps to get the "beep" feeling from all the actions being viewed), or the user can choose to listen to the audio from one game at a time. I39840.doc -109- 200942305

戲之選擇係、藉由將黃色選擇框1,移動至給定遊戲來完成 (黃色框移動可藉由使用鍵盤上之箭頭鍵、藉由移動滑 鼠、藉由移動操縱桿或藉由推動諸如行動電話之另一器件 上之方向按鈕來完成P一旦選擇了單一遊戲,則僅來自 彼遊戲之音訊播放。又,展示遊戲資訊1602。在此遊戲之 狀況下’例如,出版商標諸(「EA」)及遊戲標誌「極品飛 車卡本峽谷」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目(在此狀況下,許多,因此 :戲為「熱門」)。另外提供「狀態」,指示存在145個玩 家正積極地玩極品飛車遊戲之80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680個 檢視者(此使用者係其中之一)。注意,此等統計資料(及其 他統計資料)由主機代管服務控制系統401來收集並儲存於 RAID陣列1511·1512上,以用於保持主機代管服務21〇操作 之日魏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。一些統計資料係由於由服務控制系統4〇ι進行 之動作而記錄H統計資料係由個別應用程式/遊戲 祠服器1521-1525報告給服務控制系統4G1。舉例而言,當 韻正被檢視時(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/遊戲伺服II 1521-1525向主機代 管服務控㈣統彻發送訊息,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。 139840.doc • U0· 200942305 若使用者單擊其輸入器件上之啟動按鈕,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中之過程中。注意,視% .· 窗1700之大小增大。為了實施此效應,應用程式/遊戲伺 . 服器I521·1525自執行選定之遊戲之應用程式/遊戲伺服器 1521-1525請求具有路由至其之遊戲之全螢幕大小(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/遊戲伺服器1521-1525通知共用硬體壓縮器153〇 不再需要遊戲之縮略圖大小之複本(除非另一應用程式/遊 戲伺服器1521-1525需要此種縮略圖),且接著其指引丘用 硬體壓縮器1 5 3 0將視訊之全螢幕大小之複本發送至放大視 . 訊之應用程式/遊戲伺服器1521-1525。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。另外,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器 〇 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)。因此,共用硬體壓縮器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1530通知出埠路由154〇將該流之複本路由 至放大該視訊之應用程式/遊戲伺服器1521_1525,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 使用者的另一複本並指導出埠路由將該流發送回至入埠路 由1502及放大該視訊之應用程式/遊戲伺服器1521·1525。 I39840.doc -111 - 200942305 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1 800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4〇1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❹ 部的上覆1801,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2,503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/遊戲伺服器1521_1525具有按比例調整視訊以 · 用於調整配合度之能力)。 因為所展示之遊戲為多人遊戲,所以使用者可決定在某 時刻加入該遊戲。由於多種原因,主機代管服務21〇可或 © 可不允許使用者加入該遊戲。舉例而言,使用者可能必須 支付玩遊戲之費用而選擇不支付,使用者可能不具有足以 加入彼特定遊戲之足夠等級(例如,對於其他玩家而言, 其將不有競爭性),或者使用者之網際網路連接可能不具· 有足以允許使用者玩的足夠低之延時(例如,不存在用於 檢視遊戲之延時約束,因此可在無延時關注之情況下檢視 被遠距離地(實際上’在另一大陸上)玩的遊戲,但對於待 139840.doc •112· 200942305 玩之遊戲而言,延時必須足夠低以使使用者(a)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 • 代官服務控制伺服器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152ι· 1525以自RAID陣列1511_15丨2載入該遊戲,且接著主機代 參 $服務控制祠服器401將指導入埠路由1 5〇2將來自使用者 之控制彳5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1530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 • 在主機代言遊戲之應用程式/遊戲祠服器之視訊/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 Φ 同步之間可能存在時間差。因為共用視訊壓縮硬體1 53〇將 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 先前經壓縮之圖框完成其傳輸之前(例如’考慮圖外之傳 輸時間992 :若未經壓縮之圖框3 963完成地早一圖框時間 之—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415將來自舊伺服 J39840.doc -113- 200942305 器之最末圖框保持-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/遊戲飼 服器的下一圖框時間視訊。對於使用者而言,在視覺上, 自-應用程式/遊戲词服H至另—應用程式/遊戲伺服器之 轉變將係無缝的。主機代管服務控制伺服器他接著將通 知主機代管遊戲取景器之應用程式/遊戲伺服器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軸。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 Raid陣列載入至應用程式/遊戲伺服器1521_1525 上),且將藉由理想的驅動器、暫存器組態(在wind〇ws2 狀況下)將遊戲連同經確切組態以用於該遊戲之作業系統 一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,次十億位元組載入)自 RAID陣列bh-bu載入伺服器中,且由於raid陣列 1511-1512之巨大儲存容量(因為其為許多使用者之共用資 源,所以其可能非常大,但仍具成本效益),使得可預先 計算幾何形狀設置或其他遊戲片段設置並將其儲存於 RAID陣列1511_1512上且極快速地進行載入。此外,因為 每一應用程式/遊戲伺服器1521·1525之硬體組態及計算能 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,其將在理想環境中執行, 139840.doc -114- 200942305 且隨後之片段將幾乎即刻载入。 巨疋’除此等優點之外’使用者將能夠檢視他人玩遊戲 (經由先前所描述之遊戲取景器,及其他構件),且兩者均 決定遊戲是否有趣,且若如此,則自觀看他人而學習技 巧。此外,使用者將能夠即刻地演示該遊戲,而不必等待 大的下載及/或安裝,且使用者將能夠即刻玩該遊戲(可能 在較小費用之試用基礎上,或在較長期基礎上)。此外, ❹ 使用者將此夠藉由足夠低延時之無線連接而在 PC、、在電視機上、在家襄、在行進時且甚 至在行動電話上玩該遊戲。此外,此均可在並非曾經實體 擁有遊戲複本的情況下完成。The choice of play is done by moving the yellow selection box 1 to a given game (the yellow frame can be moved by using the arrow keys on the keyboard, by moving the mouse, by moving the joystick or by pushing The direction button on the other device of the mobile phone to complete P. Once a single game is selected, only the audio game of the game is played. Also, the game information 1602 is displayed. In the case of the game, for example, the trademarks are published ("EA And the game logo "Need for Speed Card Canyon" and the color strips indicate the number of people who play games or view games at a particular time under relative conditions (in this case, many, therefore: the play is "hot") In addition, a "status" is provided indicating that there are 80 different instantiations in which 145 players are actively playing Need for Speed games (ie, the game can be played by individual player games or multiplayer games), and there are 680 Viewer (this user is one of them). Note that these statistics (and other statistics) are collected by the hosted service control system 401 and stored in the RAID array 1511·15. 12, in order to maintain the courier service 21〇 operation and to properly charge the user and pay the publisher who provides the content. Some statistics are due to the service control system 4〇ι The H statistics are reported by the individual application/game server 1521-1525 to the service control system 4G1. For example, when the rhyme is being viewed (and when the game is stopped viewing), the game is executed. The application/game servo II 1521-1525 of the viewfinder application sends a message to the host escrow service control (4) to enable the host escrow service control system 4〇1 to update how many games are in the view of the statistics. These statistics can be used by user interface applications such as this game viewfinder application. 139840.doc • U0· 200942305 If the user clicks the start button on their input device, they will see the yellow box Thumbnail video zooming while thumbnail video is live broadcast to full screen size. This effect is shown in the process in Figure 17. Note that the window is 1700. In order to implement this effect, the application/game server I521·1525 requests the full screen size of the game routed from the application/game server 1521-1525 executing the selected game (by the user) A copy of the video stream of the resolution of the display device 422. The game/game server 1521-1525 is notified to notify the shared hardware compressor 153 that a copy of the thumbnail size of the game is no longer needed (unless another application The program/game server 1521-1525 requires such a thumbnail), and then it directs the hard memory compressor 1 5 3 0 to send a copy of the full screen size of the video to the magnified application/game server 1521-1525. 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. In addition, other viewers of the game may or may not have display device 422 that has the same resolution as the user who zoomed in on the game (and may have different audio playback components, such as stereo or surround sound). Therefore, the shared hardware compressor 153 determines whether a suitable compressed video/audio stream that satisfies the requirements of the user requesting the video/audio stream has been generated, and if the appropriate compressed video/audio stream does exist, the shared hard The volume compressor 1530 notifies the routing route 154 to route the replica of the stream to the application/game server 1521_1525 that amplifies the video, and if the appropriate compressed video/audio stream does not exist, the compressed video is suitable for Another copy of the user and directs the routing to send the stream back to the incoming route 1502 and the application/game server 1521·1525 that amplifies the video. I39840.doc -111 - 200942305 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 by arrow 1 800). 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 thumbnails to indicate that the thumbnails are no longer needed and host the service control server 4 to the host. 1 Send a message to indicate that no other games will be viewed. At this point, the only display that appears is the overlay 1801 of the top of the screen, which provides information and menu controls to the user. Note that as the game progressed, the audience grew to 2,503 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 server 1521_1525 has a proportionally adjusted video to · Ability to adjust fit). Since the game shown is a multiplayer game, the user can decide to join the game at some point. Host hosting services 21 or © may not allow users to join the game for a variety of reasons. For example, the user may have to pay for the game and choose not to pay, the user may not have enough levels to join the particular game (eg, for other players, it will not be competitive), or use The Internet connection may not have enough delays to allow the user to play (for example, there is no delay constraint for viewing the game, so the view can be viewed remotely without delay attention (actually 'Playing on another continent', but for games played 139840.doc • 112· 200942305, the delay must be low enough for the user to (a) enjoy the game and (b) be and possibly Other players with lower latency connections are equal). If the user is not allowed to play, the user is provided with a game viewfinder, and the user interface application/game server 1521-1525 will request the host • the representative service control server 401 to start (ie, locate and start) via The application/game server 152i 1525, which is suitably configured to play a particular game, loads the game from the RAID array 1511_15丨2, and then the host participates in the service control server 401 to guide the incoming route 1 5〇2 will transfer the user's control number 5 to the current hosted game application/game server and now the hosted game application/game server will guide the shared hardware compression 1530 self-compression From the hosted game viewfinder application. The video/audio of the application/game server is switched to the video/audio from the application/game server of the host endorsement 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 Φ syncs. 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 from the new server may be before the transmission is completed in the previously compressed frame (eg 'considering the transmission time outside the picture 992: if the uncompressed frame 3 963 is completed earlier than the frame time - Half, 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, as ignored (974) frame 4 964), and the client 415 will come from the old servo J39840.doc - The last frame of the 113-200942305 device remains - extra frame time, and the shared video compression hardware 1530 will begin compressing the next frame time video from the new application/games feeder of the colocation game. For the user, the transition from the application-game/game word service H to the other-application/game server will be seamless. The colocation service control server then switches the application/game server i52i_i525 hosting the game viewfinder to the idle state until it is needed again. The user can then play the axis. In addition, the exceptional game will be played instantly on the sensation (because the game has been loaded from the Raid array to the app/game server 1521_1525 at a rate of one billion bits per second) and will be driven by the ideal drive. The scratchpad configuration (in the case of wind〇ws2) loads the game along with the operating system configured for the game to the server that is exactly suitable for the game, and is not possible with the game Other applications that compete for content are executed on this server. Also, as the user progresses in the game, each of the segments of the game will load the servo from the RAID array bh-bu at a rate of one billion bits per second (ie, the next billionth byte loaded). And because of the huge storage capacity of the raid arrays 1511-512 (because it is a shared resource for many users, it can be very large, but still cost effective), allowing pre-computation of geometry settings or other game segment settings It is stored on the RAID array 1511_1512 and loaded very quickly. In addition, since the hardware configuration and computational capabilities of each application/game server 1521·1525 are known, pixel and vertex shading can be pre-computed. As a result, the game can be launched almost instantly, it will be executed in an ideal environment, 139840.doc -114- 200942305 and the subsequent clips will be loaded almost instantly. In addition to these advantages, the user will be able to view other people playing the game (via the previously described game viewfinder, and other components), and both determine whether the game is interesting, and if so, then watch others And study skills. In addition, the user will be able to present the game instantly without having to wait for a large download and/or installation, and the user will be able to play the game instantly (perhaps on a less expensive trial basis or on a longer term basis) . In addition, the user is able to play the game on the PC, on the television, at home, while traveling, and even on the mobile phone by a wireless connection of sufficiently low latency. In addition, this can be done without having a copy of the game.

如先前所敍述,使用者可決定不允許其遊戲播放可被他 人檢視,允許其遊戲可在延遲之後檢視,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 管怎樣,在一實施例中,將視訊/音訊儲存於延遲緩衝器 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,將遊戲缓慢地回放,將遊 戲快進等,正如其在觀看具有數位視訊記錄器(DVR)之τν 時所能夠進行的。儘管在此實例中,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「3D 139840.doc -115- 200942305 DVI能力。使用延遲緩衝器⑸化「dvr」能力將連同 任何遊戲或應用程式(當然’限於在使用遊戲或應用程式 時所產生的視訊)-起起作用,但在具有3D⑽能力之遊 戲的狀況下,使用者可控制先前所播放之片段的3D「穿 越J,且使延遲緩衝器1515記錄所得視訊並記錄遊戲片段 之遊戲狀態。因此’將特定「穿越」記錄為經壓縮之視- A ’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210上之使用者將各自具有一❹ 使用者頁面’在該使用者頁面中,使用者可公布關於其本 身之資訊及其他資料。使用者將能夠公布之事情之一為來 自其已保存之遊戲播放之視訊片段。舉例而言,若使用者 已克服遊戲中之特別困難之挑戰,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,且接著指導· 主機代管服務210將某一持續時間(例如,30秒)之視訊片段 保存在使用者之使用者頁面上以供其他使用者觀看。為實 把此’使用者正使用之應用程式/遊戲伺服器152卜1⑵僅❹ 要做的事情係將儲存於延遲緩衝器】5】5中之視訊回放至 RAID陣列1511·1512且接著將彼視訊片段編索引於使用者 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」 139840.doc -116- 200942305 '即,能夠在不參與的情況下在31)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。 ^ ^ g檢視之實施點 看=於主機代管系統210而言,使用者為旁觀者而非活 2豕不存在差異。將遊戲載人應用程式/遊戲飼服器 七25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—差異將係使用者之遊戲體驗。 ❹ ❹ 多個使用者合作 =機代管服務210之另一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(即使使用迴然不同之器件 來檢視亦如此)。當玩遊戲時及當使用應用程式時,此均 有用。 ^多pc及行動電話裝備有視訊相機且具有進行即時視訊 I縮之能力(尤其當影像小時)。又,小相機可用,可附接 =視丄且以軟體或使用用於I缩視訊之許多硬體壓縮器 之一者來實施即時壓縮並不困難β x,許多Pc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 =述之低延時視訊壓縮技術)之該等相機及/或麥克風將 使使用者能夠將視訊及/或音料同輸人器件控制資料一 起自使用者場所211傳輸至主機代管服務21G。當使用該等 則可達成圖19中所說明之能力:使用者可使魏 =曰訊1900出現於另一使用者之遊戲或應用程式内的螢 幕上。此實例為多人遊戲,其中隊友在赛車中合作。使用 139840.doc 117· 200942305 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/或音訊作為入埠網際網路訊務ΐ5〇ι到達而 完成。接著,入埠路由1502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/遊戲伺服器 1521-1525。接著’選擇使用視訊及/或音訊之各別應用程 式/遊戲伺服器152 1-1 525的使用者解壓縮視訊及/或音訊且As previously stated, the user may decide not to allow their game play to be viewable by others, allow their game to be viewed after a delay, allow their game to be viewed by a selected user, or allow their game to be viewed by all users. How, in one embodiment, the video/audio is stored in the delay buffer 1515 for 15 minutes, and the user will be able to "rewind" and view his previous game play, and pause the game to slowly play back the game. Fast forward the game, etc., as it can be seen while watching τν with a digital video recorder (DVR). Although the user is playing the game in this example, the same "DVR" capability is available if the user is using the application. 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 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 "3D 139840. Doc -115- 200942305 DVI Capabilities. Using the Delay Buffer (5) The ability to "dvr" will work with any game or application (of course 'limited to video generated when using a game or application'), but with 3D(10) In the case of a game of abilities, the user can control the 3D "traversing J" of the previously played clip, and cause the delay buffer 1515 to record the video and record the game state of the game segment. Therefore, the specific "crossing" is recorded as compressed. Vision - A 'But because the game state will also be recorded, different traversals will likely be at a later date in the same segment of the game. As described below, users on the colocation service 210 will each have a single user page' in which the user can post information about himself and other materials. One of the things that the user will be able to announce is a video clip from a game that has been saved. For example, if the user has overcome the particular difficulty of the game, the user can just "return" to the location where he or she gets the big result in the game, and then guides the colocation service 210 A video clip of a certain duration (for example, 30 seconds) is saved on the user's user page for viewing by other users. To do this, the application/game server 152 that is used by the user is only required to play back the video stored in the delay buffer 55.1 to the RAID array 1511·1512 and then The video clip is indexed on the user's user page. 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, 139840.doc -116- 200942305 'that is, a user who can travel in the world without observing (31) and observes the action) The game viewfinder app will enable the user to join the game as a bystander and player. ^ ^ g inspection implementation point See = in the colocation system 210, the user is a bystander rather than a live 2豕 there is no difference. The game will be loaded on the app/game pad and the user will control the game (eg, control the virtual camera of the world). Only - the difference will be the user's gaming experience. ❹ 多个 Multiple User Cooperation = Another feature of the escrow service 210 is the ability of multiple users to collaborate while viewing live video (even if they are viewed using a different device). This is useful when playing games and when using an application. ^Multi-pc and mobile phones are equipped with video cameras and have the ability to perform instant video (especially when the image is small). Also, a small camera is available, can be attached = visually and is implemented in software or using one of many hardware compressors for I-Video. It is not difficult to implement instant compression. Many Pc and mobile phones have microphones. And the headset is available with a microphone. These cameras and/or microphones combined with native video/audio compression capabilities (specifically, using the low-latency video compression techniques described herein) will enable users to share video and/or audio with the device. The control data is transmitted from the user premises 211 to the colocation service 21G. When used, the ability illustrated in Figure 19 can be achieved: the user can cause Wei = 1900 to appear on the screen of another user's game or application. This example is a multiplayer game where teammates collaborate in the car. Video/audio using 139840.doc 117· 200942305 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 having compressed video and/or audio from the user's camera/microphone as incoming Internet traffic. Next, the routing route 1502 routes the video and/or audio to the application/game server 1521-1525 that is permitted to view/hear video and/or audio. Then, the user who selects the respective application/game server 152 1-1 525 using the video and/or audio decompresses the video and/or audio and

視需要而將其整合以出現於遊戲或應用程式内,諸如藉由 1900所說明的。 S 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。考慮一情形:其中一 大建築物正由在芝加哥的建築師為以紐約為基地之房地產 開發商為紐約市設計,但該決策涉及在行進中且碰巧處於 邁阿密機%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 足技資者與房地產開發商兩者。假^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 有具有相機;的行動電話。建築公司可使用主機代管服務 210來主機代音能夠高度逼真再現的強大的建築設計應 用程式’且其可利用紐約市之建築物之大資料庫,以及正 。又-十的建築物之資料庫。建築設計應用程式將在應用程式/ 139840.doc 200942305 遊戲飼服器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-者將連接至主機代管服務21〇,且每一者將具有對 / 冑築設計應用程式之視訊輸出的同時檢視,但其將被針對 .#—使用者具有的給定器件及網路連接特性而由共用硬體 . 塵縮1530適當地定大小(例如,建築公司可經由2〇鳩㈣ 用網際網路連接看見2560xl楊60 fps顯示,组約之房地 產開發商可經由其膝上攻〗雷μ 丹驗上孓罨腦上之ό Mbps DSL連接看見 β —…像,且投資者可經由其行動電= 25〇 KbpS蜂巢式資料連接看見32〇χΐ8〇 6〇如影像每一 方將聽到其他方之語音(將藉由應用程式/遊戲伺服器⑸卜 1525中的許多廣泛可用之會議呼叫套裝軟體中之任一者來 •處理會議°乎叫),絲由使用者輸人器件上之按紐之致 動,使用者將能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具照片般逼真感之扣再現展示 〇 當其使建築物旋轉且使其鄰接該區域中之另-建築物穿越 時建築物看起來像什麼,且所有方均將在各方之顯示器件 之解析度下可見到相同視訊。由任何方使用之本端器件中 之任一者均能夠以該真實感處理3D動畫不係問題,更不用 .⑨下載或甚至儲存再現紐約市之關建築物所需的巨大資 ㈣。自使用者中之每一者的觀點看,儘管距離很遠,且 • #官係全異本端器件’但其將簡單地在難以置信 程度下具有無縫體驗。此外,當一方希望其面部被看= 佳地傳達其情緒狀態時,其可如此進行。另外,若房地產 139840.doc -119- 200942305 =商或投資者希望控制㈣程式錢㈣自身的輸入器 、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 :理的延時)。舉例而言,在行動電話之狀況下,若行動 連接至機場之WiFi網路,則其將具有非常低之延時。 但右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,料會議之大多數目的 (其中投資者正觀看建築師控制建築物穿越或正談論視訊 電=會議)’甚至蜂巢式延時亦應係可接受的。 最後在σ作f生會議呼叫結束時,房地產開發商及投資 切進行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3〇模型的評論、面部表 情及/或動作。若存在其希望保存之特定片段,則可將視 訊/音訊之彼等^自延遲緩衝器1515移動至RAm陣列 1511-1 512以用於檔案儲存及稍後回放。 又’自成本觀點看,若建㈣僅需要使用紐約市之計算 能力及大資料庫歷時15分鐘之會議呼叫,則其僅需要支付 該等資源被使用之時間的費用,而 ^ 了 買用,而不必擁有高能力之工作 台且不必購買大資料庫之昂責複本。 視訊豐富之社區服務 主機代管服務210致能用於在網際網路上建立視訊豐富 之社區服務的空前機會。圖2G展示用於主機代管服務21〇 上之遊戲玩家的例示性使用者頁面。如同遊戲取景器應用 139840.doc •120· 200942305 程式一樣’使用者頁面為在應用程式/遊戲伺服器1521-1525中之一者上執行的應用程式。此頁面上之所有縮略圖 及視§fL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 • 「KILLHAZARD」)能夠公布其本身之視訊2〇00(其他使用 者可檢視該視訊)。該視訊儲存於RAID陣列15 11 -15 12上。 又’當其他使用者來到KILLHAZARD之使用者頁面時,若 參 KILLHAZARD此時正使用主機代管服務2 10,則將展示其 正進行的無論什麼的現場直播之視訊2〇〇 1 (假定其准許檢 視其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/遊戲伺服器1521_1525自服務 • 控制系統401請求KILLHAZARD是否為活躍的(且若如此, • 則請求其正使用的應用程式/遊戲伺服器1521-1525)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 φ 面應用程式之應用程式/遊戲伺服器1521-1525且將其顯 示。若使用者選擇具有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 (再次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 139840.doc -121· 200942305 使用者提供看使用者頁面中展示為「活動中」的使用者玩 遊戲之極好機會,且其為瞭解檢視使用者可能希望嘗試或 較擅長之遊戲的機會。It is integrated as needed to appear in a game or application, such as illustrated by 1900. S The example in Figure 19 shows how to use this collaboration in a game but the collaboration can be an extremely powerful tool for applications. Consider a scenario where a large building is being designed by New York City for a New York-based real estate developer by an architect in Chicago, but the decision involves a financial investor who is on the move and happens to be in Miami, and needs Decisions are made regarding the specific design elements of the building (how it relates to the buildings in the vicinity) to satisfy both the technical and real estate developers. The fake 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 mobile phone with a camera in Miami. The building company can use the colocation service 210 to provide a powerful architectural design application that can be highly realistically reproduced by the host's and can take advantage of the large database of buildings in New York City, as well as the positive. Also - a database of ten buildings. The architectural design application will be executed in the application / 139840.doc 200942305 game feeder 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 21〇, and each will have a simultaneous view of the video output of the design application, but it will be targeted .#—The user has the given device and network connection characteristics and is properly sized by the shared hardware. The dust reduction 1530 is appropriately sized (for example, the construction company can see the 2560xl yang 60 fps display via the Internet connection via 2〇鸠(4). The real estate developer of the group can use his lap to attack Lei Mu Dan to check the 孓罨 Mbps DSL connection to see β —..., and investors can use their mobile power = 25 〇 KbpS cellular data connection See 32〇χΐ8〇6〇, such as each side of the image will hear the other party's voice (will be handled by any of the many widely available conference call suite software in the application/game server (5)) 1525. The wire is triggered by the user's button on the device, and the user will be able to use his local camera to make the video appear. As the meeting progresses, the architect will be able to use the photorealistic sense of reality. Buckle reproduction display The same visuality is visible when the building rotates and causes it to adjoin the other building in the area, and all parties will see the same video at the resolution of the display devices of the parties. Any of the native devices used can handle 3D animation with this realism without problems, not to download .9 downloads or even store the huge amount of money needed to reproduce the buildings in New York City (4). From the point of view of each, although the distance is very long, and • #官系异异端端' but it will simply have a seamless experience at an incredible level. In addition, when one wants its face to be seen = better conveyed In the emotional state, it can be done. In addition, if the real estate 139840.doc -119- 200942305 = business or investors want to control (four) program money (four) its own input, for the keyboard, mouse, keypad or touch screen), It can be so, and it can respond without a perceived delay (assuming its network connection does not have a reasonable delay). For example, in the case of a mobile phone, if the action is connected to the WiFi network of the airport, it will have a very low latency. However, if it uses the cellular data network available in the United States today, it is likely to suffer a noticeable lag. However, most of the objectives of the conference (where investors are watching architects controlling building crossings or talking about videoconferencing = meetings), and even honeycomb delays should be acceptable. Finally, at the end of the σ conference, the real estate developer and investment cut their comments and the hosted service ceased, and the construction company will be able to rewind the video of the conference that has been recorded on the delay buffer 1515 and verify. Comments, facial expressions, and/or actions applied to the 3〇 model of the building during the meeting. If there are specific segments that they wish to save, they can move the video/audio from the delay buffer 1515 to the RAm array 1511-1 512 for archival storage and later playback. And from the cost point of view, if the construction (four) only need to use the computing power of New York City and the large database for 15 minutes of conference calls, then it only needs to pay the time when the resources are used, and ^ buy, You don't have to have a high-performance workbench and you don't have to buy a big copy of the big database. Video-rich community services Hosting services 210 are an unprecedented opportunity to build video-rich community services on the Internet. Figure 2G shows an illustrative user page for a game player on the colocation service 21〇. Like the game viewfinder application 139840.doc • 120· 200942305 The same program as the 'user page' is an application executed on one of the application/game servers 1521-1525. All thumbnails on this page and the §fL window show a constantly moving video (if the clip is short, it loops). Using a video camera or by uploading a video, the user (the user name is "KILLHAZARD") can post his own video 2〇00 (other users can view the video). The video is stored on the RAID array 15 11 -15 12 . In addition, when other users come to the user page of KILLHAZARD, if KILLHAZARD is using the colocation service 2 10 at this time, it will display the video of the live broadcast of whatever is being performed 2〇〇1 (assuming it Users who are allowed to view their user page are allowed to view it). This will be requested by the host/host server application application/game server 1521_1525 from the service control system 401 to determine if the KILLHAZARD is active (and if so, • request the application/game server 1521- 1525) 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 using the same method used by the game viewfinder application and displayed. If the user selects a window with a live broadcast of KILLHAZARD and then clicks on their input device appropriately, the window will be enlarged (using the same method as the game viewfinder application again) and the live video will be The resolution of the display device 422 of the user (suitable for viewing the characteristics of the user's internet connection) is filled in the screen. The key advantage of this prior art approach is that 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 139840.doc -121· 200942305 users have an excellent opportunity to see the users of the "active" users playing games on the user page, and it is an opportunity to understand the games that users may wish to try or are good at. .

來自KILLHAZARD之搭播2002之相機記錄的或上載的視 訊剪輯亦展示於使㈣頁面上,且每—視訊剪輯之下方為 指二該搭檔是否線上玩遊戲之文字(例如,如―_正玩遊 戲「龍騎士(Eragon)」且MrSnuggles99離線等卜藉由單擊 選單項(未圖示),搭標視訊剪輯自展*已記錄的或上載的 視訊切換至當前正玩主機代管服務⑽上之遊戲之搭檔在 彼時刻在其賴巾正在進行的β料現場直播之視訊。因 此’其變成為搭檔分群的遊戲取景器。若選擇搭檔之遊戲 且使用者單擊該遊戲,則該遊戲將放大至全螢幕,且使用 者將能夠觀看全螢幕現場直播地播放的遊戲。 再次’檢視搭檔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。Video clips recorded or uploaded from the camera of KILLHAZARD's HD 2002 are also displayed on the (4) page, and below each video clip is the text of whether the partner is playing online or not (for example, "_" is playing the game. "Eragon" and MrSnuggles99 offline, etc. By clicking on the menu item (not shown), the framing video clip self-exhibition* recorded or uploaded video is switched to the currently playing colocation service (10) The game partner is in the video of the live broadcast of the beta material that he is currently carrying. So it becomes a game viewfinder for the partner group. If you choose the partner game and the user clicks on the game, the game will zoom in. To the full screen, and the user will be able to watch the game played live on the full screen. Again, the user of the game viewing the partner does not own the copy of the game and does not have the local computing/game console resources for playing the game. The game view is effective instantaneous.

如上文先前所描述,當使用者玩主機代管服務2丨〇上 遊戲時,❹者能夠「回倒」遊戲且發現其希望保存之 讯片奴,且接著將該視訊片段保存至其使用者頁面。此 被稱為「自賞剪輯(Brag Clip)」。視訊片段_均為 KII^LHAZARD自其所玩的先前遊戲保存的自賞剪輯_ 數子2004展不自賞剪輯已被檢視多少次,及自賞剪輯何 被檢視,使用者具_其評定等級之機會讀色瑜匙: 形狀的圖示2005之數目指示等級係多高。當使用者檢視1 139840.doc •122- 200942305 用者頁面時’自賞剪輯2003連同頁面上之其餘視訊一起恆 定地循環。若使用者選擇並單擊自賞剪輯2〇〇3中之一者, 則其放大以呈現自賞剪輯20〇3,以及允許播放、暫停、回 倒、快進、步進等該剪輯之DVR控制。 自賞剪輯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RAID陣列1511- 1 5 12上的經壓縮視g代片段且將其解壓縮並將其回放來實 施。 #As described earlier, when the user plays the colocation service 2, the player can "rewind" the game and find the photo slave he wishes to save, and then save the video clip to his user. page. This is called "Brag Clip". The video clips are all KII^LHAZARD self-reward clips saved from the previous game they played. The number of times the 2004 clip shows that the clip has been viewed, and the self-review clip is checked, the user has its rating. Opportunity to read the color of the spoon: The number of the shape of the figure 2005 indicates how high the rating is. When the user views the 1 139840.doc • 122- 200942305 user page, the self-review clip 2003 is continuously cycled along with the rest of the video on the page. If the user selects and clicks one of the self-review clips 2〇〇3, it is zoomed in to present the self-reward clip 20〇3, and the DVR that allows the clip to be played, paused, rewinded, fast forwarded, stepped, etc. control. The self-reward clip 2003 playback is loaded with the compressed view g-segment stored on the RAID array 1511-1552 by the application/game server ι521_ 1525 and decompressed by the application/game server ι521_ 1525 and Playback to implement. #

自賞剪輯2003亦可為來自支援3D 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 自 賞剪輯2’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2G崎定地循環。但是,含使用 者選擇3D DVR自賞煎輯·並翠擊3D晴自賞剪二_ 時’除允許播放經磨縮視訊自賞剪輯的峨控制之外,使 用者將能夠單擊給出其用於遊戲片段之3D DVR能力的按 备。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制者如此允許)」盆 將能夠以經I縮視訊之形式記錄替代性自賞剪輯「; 越」,替代性自賞|轾「空勒 ^ 曰負J輯穿越」將接著可為使用者百而夕 其他檢視者所用(立即地,或者 者頁面之 戈者在使用者頁面之擁有者1 139840.doc -123· 200942305 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/遊戲伺服器1521 -1525上重放已記錄之遊戲狀態資 °孔的遊戲來啟用。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 緩衝器15 15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 ❿ 穿越」並不比控制線性自賞剪輯2〇〇3之dvr控制難。其 可不知道該遊戲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錄於自賞剪輯上(或 · 者自麥克風5己錄或者上載)。以此方式,可使用自賞勢輯 來使用來自遊戲之人物及動作產生定製動晝。此動畫製作 技術通常被稱為「遊戲電影(machinhna)」。 一 ❹ 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4〇1,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 線上廣告已自文字轉變至靜態影像、視訊,且現在轉變 至=動式片段,通常係使用如Ad〇beFlash2動畫精簡型用 戶端來實施。使用動晝精簡型用戶端之原因在於:使用者 139840.doc -124- 200942305The self-reward clip 2003 can also be a 3D DVR" video clip from a 3D DVR capable game (i.e., 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, game state information is also stored in addition to the particular "crossing" compressed video recordings that the user performs while recording the game segment. When the user page is being viewed and all thumbnails and video windows are constantly looped, the 3d self-reward clip 2' will be recorded as a self-reward clip of the compressed video when the user records the "travel" of the game segment. Ground loop. However, in addition to the user's choice of 3D DVR self-rewarding and smashing 3D, the user will be able to click to give it aside, except for the 峨 control that allows the playback of the video clip. A backup for the 3D DVR capabilities of the game clip. It will be able to independently control the camera during the game segment "crossing, and if it wishes (and has the user page allows it)" the basin will be able to record the alternative self-reward clip in the form of a thumbnail video; "Alternative self-reward | 轾 " 空勒 ^ JJ J traverse" will then be available to other viewers of the user (immediately, or the owner of the page on the user page 1 139840) .doc -123· 200942305 After verifying the opportunity to edit the clip). This 3D DVR Self-Camp Clip 2003 capability is enabled by launching a game that will replay the recorded game state slot on another application/game server 1521-1525. 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 15 15 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, it is not difficult to start the dvr control with the 3D DVR self-reward clip 2003. It does not know the game 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 their own audio to the self-reward clip (or • recorded or uploaded from the microphone 5). In this way, you can use the self-appreciation to create custom movements using characters and actions from the game. This animation technique is often referred to as "machinhna". A ❹ As the user progresses through the game, they will reach different skill levels. The played game reports the results to the service control system 4〇1 and these skill levels will also be displayed on the user page. Interactive animated ads Online ads have evolved from text to still images, video, and now to = dynamic clips, usually implemented using an Ad〇beFlash2 animated streamlined user. The reason for using the thin client is: user 139840.doc -124- 200942305

' 禹 I :口向其推銷產品或服務之特權而被延遲較無而才 精簡型用戶端在非常低效能之PC上執行,且因此 、 可具有阿度信心’·互動式廣告將適當地工作。遺憾 .. 地諸如Ad〇be Fhsh之動畫精簡型用戶端在互動性之程度 • 及體驗(以減少下載時間)之持續時間上受限制。 圖1說明互動式廣告,其中使用者將在汽車在陳列室 中旋轉時選擇汽車之外部及内部色彩,同時即時射線追縱 ❹ 纟不:車看起來如何。接著使用者選擇化身來駕駛汽車, 且接著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 佳輪L且接著可看見改變的組態如何影響汽車加速或保 - 持穩定之能力。 • 當然’廣告有效地的為尖端的3D視訊遊戲。但對於可在 PC或視訊遊戲控制台上播放之此種廣告,其將需要可能 100 MB下載’且在pc之狀況下,其可能需要安裝特殊驅 〇 動器,且可能在?(:缺乏足夠CPU或GPU計算能力時根本不 執行。因此’該等廣告在先前技術組態中不切實際。 在主機代管服務21〇中,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, 其比精簡型用戶端互動式廣告更迅速地投放,體驗上更加 豐畐’且兩度可靠。 • 即時動畫期間串流幾何形狀 RAID陣列1511-1512及入埠路由15〇2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 139840.doc •125· 200942305 RAID 陣列 1511-1512 月 λ 说 阜路由1502來在即時動畫(例如, 具有複雜資料庫之φ#、# 越)功間於遊戲播放之中間或應用程 式中可罪地直接遞送幾u ^ 成何形狀的視訊遊戲及應用程式。 j技術系、4 (諸如,圖i中所展示之視訊遊戲系統) 下可用的大量儲存器件(尤其是在實用的家庭器件極 緩慢以致不能在遊戲播放_串流幾何㈣(除了所需之 幾何形狀梢微可_的情形之外)。舉例而言,在存在指 定道路之駕駛遊齚φ,-ΓΑ 可cr理地適當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。 仁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 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 可能達成優於10個十億位元乙太網路或優於其他網路技術 的100億位元/秒之速度。1〇〇億位元/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亳秒)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 139840.doc -126- 200942305 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1521-1525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畫中之最後的邊界 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展示使用〇0111;0111*1^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 曰申請之第 1 1/255,854 號「Apparatus and 139840.doc -127- 200942305 method for performing motion capture using a random pattern on capture surfaces」;2006 年 6月 7 日申請之第 11/449,131 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日申請之第 1/449,127 號「System and method for three dimensional capture of stop-motion animated characters」,該等申請案中之每一者已讓於給本 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許多多 邊形且即時地照明該表面,但若多邊形及紋理每一圖框時 間改變(其將產生最具照片般逼真感之結果),則其將迅速 地消耗現代PC或視訊遊戲控制台之所有可用RAM。 使用上文所描述之串流幾何形狀技術,將幾何形狀不斷 地饋送至應用程式/遊戲伺服器1521-1525中以使得其可不 斷地動晝製作照片般逼真的面部從而允許產生具有幾乎不 能區別於現場直播之動作面部之面部的視訊遊戲變得實 際。 線性内容與互動式特徵之整合 139840.doc -128- 200942305 電影、電視節目及音訊材料(統稱「線性内容」)廣泛地 以許多形式可用於家庭及辦公室使用者。線性内容可在如 CD、DVD、HD-DVD及藍光媒體之實體媒體上獲取。其亦 / 可藉由來自衛星及電纜τν廣播之DVR來記錄。此外,其 . 可以,,工由衛生及電纜Tv之即付即看(PPV)内容及以電纜τν ’ 上之視訊點播(VOD)可用。 日益增加的線性内容可經由網際網路以下載的内容及串 參 抓内谷可用。現今,確實不存在一能體驗與線性媒體相關 聯之所有特徵的位置。舉例而言,卿及其他視訊光學媒 體通常具有在其他位置處不可用之互動式特徵(如導演之 »平_、「化絮」短片等)。線上音樂站點具有通常在CD上不 • 可用之封面藝術及歌曲資訊,但並非所有CD線上可用。 • 且與電視節目相關聯之網站常常具有額外特徵、網志 (blog)及有時來自演員或創作人員之評論。 ,心 另外’在許多電f彡或運動事件之情況下,常常存在常常 ❿ 連㈣性媒體—起發行(在電影之狀況下)或(在運動之狀況 下)可緊密地聯繫至真實世界事件(例如,玩家之交視 訊遊戲。 主機代管服務21〇非常適合於在將全異形式之相關内容 •連結在一起時遞送線性内容。的確,遞送電影電影不如遞 送面度互動式視訊遊戲有挑戰,且主機代管服務21 . 將線性内容遞送至家庭或辦公室中的多種器件,或遞 行動器件。圖23展示用於主機代管服務21〇之例示性使用 者介面頁面’其展示線性内容之選擇。 139840.doc -129. 200942305 但是,不同於大多數線性内容遞送系統,主機代管服務 210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415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210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 Quidditch,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 Quidditch比賽之後,另一次單擊按鈕,且電影將即刻重新 開始。 在照片般逼真的圖形及製作技術之情況下,其中攝影俘 獲的視訊不能區別於現場直播之動作人物,當使用者進行 自現場直播之動作電影中之Quidditch遊戲至主機代管服務 上之視訊遊戲中之Quidditch遊戲的轉變時(如本文中所描 述),該兩個場景實際上不能區別。此為線性内容與互動 式(例如’視訊遊戲)内容兩者之導演提供全新的創作選 項,因為該兩個世界之間的線變得不能區別。 利用圖14中所展示之主機代管服務架構,可將3d電影中 之虛擬相機之控制提供給檢視者。舉例而言,在發生於列 車内之%景中’將有可能允許檢視者在故事進展時控制虛 擬相機且環顧列車。此假定列車中之所有3D物件(「資 產」)以及能夠即時地再現該等場景以及原始電影的足夠 139840.doc -330 - 200942305 計算能力位準可用。 且甚至對於非電難生之娛樂,存在可提供㈣常刺激 之互動式特徵。舉例*言,·5電影「傲慢愈 裝飾華麗的舊英國大廈中之 、 」八有 夕场景。對於特定大廈場 景’使用者可將視訊暫停且接著控制相機以巡視大度,或 可能的周圍區域。為實施此’可載運具有魚眼透鏡之相機 穿過大廈’當其追縱其位置時,非常類似於實施先前技術' 禹 I : The privilege of selling products or services to them is delayed. The streamlined client is executed on a very low-performance PC, and therefore, can have a degree of confidence' · interactive advertising will work properly . Unfortunately.. The animated streamlined client like Ad〇be Fhsh is limited in the degree of interactivity and the duration of the experience (to reduce download time). Figure 1 illustrates an interactive advertisement in which the user selects the exterior and interior colors of the car as it rotates in the showroom, while the instant ray is 縱 纟 : : : : : : 。 。 。 。 。 。 。 。 。 。 。 。 。 。 The user then selects the avatar to drive the car, and then the 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 better wheel L and then see how the changed configuration affects the car's ability to accelerate or maintain stability. • Of course 'Advertising is effectively a cutting-edge 3D video game. But for such an ad that can be played on a PC or video game console, it will need to be 100 MB downloaded' and in the case of a pc, it may need to install a special drive, and possibly? (: The lack of sufficient CPU or GPU computing power is not performed at all. Therefore, 'These advertisements are impractical in the prior art configuration. In the colocation service 21〇, the advertisements are placed almost instantly, and preferably Execution, regardless of the user's client 415 capabilities, so it delivers more quickly than a streamlined user-side interactive ad, and the experience is more plentiful' and two-times reliable. • Streaming geometry RAID array 1511 during instant animation The -1512 and the incoming route 15〇2 can provide such a fast data rate with such a low latency that the design is likely to depend on 139840.doc •125· 200942305 RAID Array 1511-1512 λ 阜 阜 Route 1502 is on the fly Animation (for example, φ#, #越的) with a complex database in the middle of game play or in an application, can directly deliver a few video games and applications in a shape. j Technology, 4 ( For example, the mass video storage devices available under the video game system shown in Figure i (especially in practical home devices are so slow that they cannot be played in the game - Streaming Geometry (4) ( For example, in the presence of a specified road, the driving pleasure φ, - ΓΑ can properly predict the geometry of the building used to enter the field of view and A large number of storage devices can be used to search for the location of the upcoming geometry in advance. In a complex scene with unpredictable changes (for example, in a battle scene with complex characters around), if the RAM on a PC or video game system Fully 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 displayed There is a delay before. 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, it is possible to achieve better than 10 billion bits. Ethernet is better than other network technologies at a rate of 10 billion bits per second. 100 million bits per second will load 1 billion bytes of data in less than - seconds. At 60 fps In the frame time (16 67 sec), about 170 megabytes (21 MB) can be loaded. Of course, even in the RAID configuration, the rotating media will still cause a delay of more than one frame time, but Flash memory-based RAID storage will eventually be larger than the rotating 139840.doc -126- 200942305 media RAID array and will not incur this high latency. In one embodiment, the use of large RAM writes is fast. Taken to provide very low latency access. Therefore, at a high enough network speed and a large amount of low enough latency, the geometry can be streamed to the CPU and/or GPU to process 3D data. In the application/game server 1521-1525. Thus, in the previously given example, where the user suddenly turns his character and looks backwards, the geometry of all the characters behind him can be loaded before the character completes the rotation, and thus, for the user, It seems that it is in a world that is as realistic as a real-life photo of live action. As discussed earlier, one of the last boundaries in a photo-realistic computer animation is the human face, and due to the sensitivity of the human eye to incompleteness, the slightest error from a photo-realistic face can result from viewing. The negative reaction of the person. Figure 22 shows the use of 〇0111; 0111*1^ authenticity capture technique (the subject of the same application in the application: September 10, 2004, application No. 10/942,609, "Apparatus and method for capturing the motion of a Performer"; September 15th, 2004, pp. 10/942, 413, "Apparatus and method for capturing the expression of a performer"; February 25, 2005 曰 Application No. 11/066,954 "Apparatus and method for improving marker identification Within a motion capture system"; March 10, 2005 App Application No. 11/077,628 "Apparatus and method for performing motion capture using shutter synchronization"; October 20, 2005 曰 Application No. 1 1/255, 854 "Apparatus and 139840.doc -127- 200942305 method for performing motion capture using a random pattern on capture surfaces"; "System and method for performing motion capture using phosphor application techniques", 2006, No. 11/449,131, filed on June 7, 2006 Application No. 11/449,043 "System and m" on June 7 "ethod for performing motion capture by strobing a fluorescent lamp"; "System and method for three dimensional capture of stop-motion animated characters", filed on June 7, 2006, each of these applications The live broadcast performance captured by the assignee of this CIP application has resulted in a very smooth capture surface that achieves a high polygon count tracking surface (i.e., the polygon motion accurately follows the movement of the face). Finally, photo-realistic results are produced when the live broadcast of the live video is mapped onto the tracking surface to create a textured surface. Although current GPU technology is capable of reproducing many polygons in the tracking surface and texture and illuminating the surface in real time, if the polygon and texture each frame time changes (which will produce the most photorealistic result), it will quickly All available RAM of a modern PC or video game console is consumed. Using the stream geometry technique described above, the geometry is continuously fed into the application/game server 1521-1525 so that it can continually create a photo-realistic face to allow for almost indistinguishable The video game of the facial face of the live action becomes practical. Integration of linear content and interactive features 139840.doc -128- 200942305 Movies, TV shows and audio materials (collectively "Linear Content") are widely available in many forms for home and office users. Linear content is available on physical media such as CD, DVD, HD-DVD and Blu-ray media. It can also be recorded by a DVR broadcast from satellite and cable τν. In addition, it can be used by the Pay-As-You-See (PPV) content of the Hygiene and Cable Tv and the Video on Demand (VOD) on the cable τν'. Increasingly linear content is available via the Internet for downloaded content and cross-talk. Today, there is really no place to experience all the features associated with linear media. For example, Qing and other video optical media often have interactive features that are not available at other locations (such as the director's » Ping _, "Flock" short films, etc.). Online music sites have cover art and song information that are not normally available on CDs, but not all CDs are available. • Websites associated with TV shows often have additional features, blogs, and sometimes comments from actors or creators. In addition, in the case of many electric events or sports events, there are often frequent (four) sexual media-issued (in the case of movies) or (in the case of sports) can be closely linked to real-world events. (For example, the player's video game. The colocation service 21 is very suitable for delivering linear content when linking together disparate forms of content. Indeed, delivering a movie is not as good as delivering a faceted interactive video game. And colocation services 21. Deliver linear content to a variety of devices in a home or office, or to a mobile device. Figure 23 shows an exemplary user interface page for a colocation service 21' that exhibits linear content 139840.doc -129. 200942305 However, unlike most linear content delivery systems, colocation service 210 is also capable of delivering relevant interactive components (eg, menus and features on DVD, interactive on HD-DVD) Overlay, and Adobe Flash animation on the site (as explained below). Therefore, the client device 415 limits no longer on which In addition, the colocation system 210 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 decides If you are willing to try Quidditch, you 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. After playing the Quidditch game, another click on the button and the movie will be revisited immediately In the case of photo-realistic graphics and production techniques, the video captured by the camera cannot be distinguished from the live action characters, when the user conducts a live broadcast of the action movie Quidditch game to the colocation service. In the transition of the Quidditch game in video games (as described in this article), the two scenes are virtually indistinguishable. This provides a new creative option for directors of both linear and interactive (eg, 'video game') content. Because the lines between the two worlds become indistinguishable. Using the host shown in Figure 14. The service architecture provides control of the virtual camera in the 3D movie to the viewer. For example, in the % view that occurs within the train, it will be possible to allow the viewer to control the virtual camera and look around the train as the story progresses. This assumes that all 3D objects ("assets") in the train and enough 139840.doc -330 - 200942305 computing power levels are available to instantly reproduce these scenes as well as the original movie. And even for non-electrical entertainment, there is It can provide (4) interactive features of constant stimulation. For example, *5, "The arrogant and more beautiful old British building," the eight-day scene. For a specific building scene, the user can pause the video and then control the camera. To patrol the generosity, or possibly the surrounding area. In order to implement this, a camera with a fisheye lens can be carried through the building. When it is chasing its location, it is very similar to implementing the prior art.

AP_公司之QuickTime VR。各種圖框接著將被轉換因 此影像不失真’且接著其連同電影—起被储存於尺则陣 列1 5 11 15 12上,且在使用者選擇繼續虛擬巡視時被回 放0 在運動事件之情況下’可經由主機代管服務210來串流 現場直播之運動事件(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 一般照片般逼真)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。十算資源總是最新的(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 及視訊遊戲的家庭。此外’在主機代管服務21〇中,使用 139840.doc • 131 · 200942305 者被隱料有此計算複雜度,因此,即使使用者 用非常尖端之系統,自使用者之觀點看,亦如改變電視: 之頻暹-般簡單。另外’使用者將能夠存取所有計算能力 及計算能力將自任何用戶端415帶來的體驗。 多人遊戲 至遊戲為多人遊戲之程度,則其將㈣不僅經由入璋路 由1502網路傳達至應用程式/遊戲伺服器⑴M525而且 由,.用路橋接器傳達至具有不在主機代管服務21。中執行之 伺服器或遊戲機器的網際網路(未圖示)。當藉由通用網際 網路上之電腦玩多人遊戲時,則應用程式/遊戲伺服器' 1521-1525將具有極快存取網際網路之減(與遊戲係在家 庭中之伺服器上執行的情況相比),但其將受在較緩慢連 接上玩遊戲之其他電腦的能力限制,且亦潛在地受網:網 路j之遊戲飼服器經設計以適應最少共同點(該等遊戲祠 服益將為相對緩慢之消費者網際網路連接上的家庭電 的事實限制。 田70王在主機代官服務21 〇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 伺服1§ 1521.1 525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t,若超高速乙太網路用於入 Μ由15Q2網路’則應用程式/遊戲伺服器1521-1525將在 彼此田中傳達,1傳達至以十億位元/秒速度在、潛在的僅1 139840.doc 200942305 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 豕庭中在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 ❹ 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210内, 彼相同下载可優於以十億位元/秒速度自RAID陣列15 11 · 1512伺服的超高速乙太網路。即使家庭使用者具有8 Mbps • 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1 00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 e 主機代管服務210極其適合於錦標賽。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旎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AP_Company's QuickTime VR. The various frames will then be converted so that the image is not distorted' and then stored along with the movie on the ruler array 1 5 11 15 12 and played back when the user chooses to continue the virtual tour 0 in the event of a sport event A live event (such as a basketball game) can be streamed via the colocation service 210 for viewing by the user (as it would be 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's photo) 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 . Ten resources are always up-to-date (with the latest computing hardware available), but in the home background, there will always be families with older generations of pCs and video games. In addition, 'in the colocation service 21〇, the use of 139840.doc • 131 · 200942305 is hidden in this computational complexity, so even if the user uses a very sophisticated system, from the user's point of view, it is like changing TV: The frequency of Siam is as simple as that. In addition, the user will be able to access all of the computing power and computing power that will result from any client 415. The multiplayer game to the extent that the game is a multiplayer game, then (4) will be communicated not only to the application/game server (1) M525 via the incoming route 1502 but also by the bridge to the hosted service 21 . The Internet (not shown) of the server or game machine being executed. When playing multiplayer games on a computer on a universal Internet, the application/game server '1521-1525 will have extremely fast access to the Internet (with the game system running on the server in the home) In contrast, but it will be limited by the capabilities of other computers playing games on slower connections, and potentially by the network: the game consoles of the Internet j are designed to accommodate the least commonalities (these games) Benefits will be a factual limitation of household electricity on a relatively slow consumer Internet connection. Tian 70 King can make a huge difference when playing multiplayer games in the host agency service 21 〇 server center. Each user-app/game server 1521_1525 will be hosted with other application/game servos 1§ 1521.1 525 and by extremely high speed, very low latency connectivity and large, very fast storage array colocation Any server interconnection for the central control of multiplayer games. For example, if ultra-high-speed Ethernet is used for 15Q2 network, then the application/game server 1521-1525 will be in the field. 1 Communicates to any server that hosts a centrally controlled multiplayer game at a time rate of 1 billion 139.doc 200942305 milliseconds or less than 1 millisecond per second. In addition, RAID array 1511- The 1512 will be able to respond very quickly and then transmit the data at a rate of one billion bits per second. As an example, if the user customizes the character in appearance and clothing, the character has a large amount of geometry unique to the character. Shape and behavior, under the prior art system limited to the game client executing on the PC or game console in the court, if the character will enter the view of another user, the user ❹ will have to wait until the long Slow download is complete to load all geometry and behavior data into its computer. In the colocation service 210, the same download can be better than the RAID array 15 11 · 1512 servo at a rate of 1 billion bits per second. Ultra-high-speed Ethernet. Even if the home user has 8 Mbps • Internet connection (which is extremely fast according to current standards), the ultra-high-speed Ethernet is also 100 times faster. Therefore, a one-minute work on a fast Internet connection will take less than a second on a super-fast Ethernet network. Top Player Grouping and Tournament e The Hosting Service 210 is ideal for tournaments because there is no game system. Executed in the local client, so there is no chance for the user to cheat. Moreover, due to the ability of the output route 1540 to multicast the UDP stream, the colocation service 210 can simultaneously broadcast a larger tournament to thousands of viewers. 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 the content delivery network (cdn) (such as , Akamai or

Lmehght)以供至大量分配至許多用戶端器件415可能更有 效0 139840.doc 133· 200942305 田使用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 定比赛期間提供評論。儘管大量使用者將係在觀看較大錦 才^賽且相對小數目將係在錦標赛中玩。可將來自名人解 S、員之0 °扎路由至主機代管在錦標赛中玩之使用者且主機 代管錦標赛巾之遊戲之任何旁觀者模式複本的應用程式/ 遊戲伺服器1521-1525 ’且可將音訊加錄於遊戲音訊之 上。可在遊戲上(亦可能剛好在旁觀者視圖上)上覆名人解 ◎ 說員之視訊。 網頁載入之加速 全球資訊網之主要輸送協定、超文字傳送協定(htt_ 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。此時, 用於陕速連接之「頁金標準」為T1線,其對稱地提供1 5 PS資料速率(亦即,兩個方向中具有相等資料速率)。 ❹ 現今,情形完全不同。大量發達世界中經由胤或電鐵 數據機連接之平均家庭連接速度具有比τι線高得多的 資料速率。事實上,在世界 一 ^ 些地方中,光纖至路邊 (fiber-to-the-curb)正將高達 5〇 Mbpsu〇〇 邊^之 率引入家庭。 、π 用此等急 。非常簡 ,且接著 遺撼地,HTTP未經架構(亦未實施)以有效地利 劇速度改良。網站為遠端伺服器 單地說’ HTTP請求第_檔案, 上之檔案之集合 等待下載該檔案 139840.doc •134· 200942305 f求第二檔案’等待下載該«等。事實上,HTTP允許 日個以上「開放連接」(亦即,每次請求_個以上播案), a ;議疋的‘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W覽益常常未意識到可用於立即下載之多個同時頁面 (亦即’僅在刮析一頁面之後才變得顯而易見:需要下載 :衫像之新檔案)。因此,網站上之檀案實質上係逐個地 、入此外,由於由HTTp使用之請求及回應協定,存在 與所载入之每一樓案相關聯的大致(存取美國的典型網路 伺服器)1 〇 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 用於檔案本身之下載時間決定網頁之等待時間。但是,隨 ^連接速度增大(尤其是複雜網頁情況下),開始引起問 題0 ❹ 在圊24中所展示之實例中,展示典型商業網站(此特定 網站係來自較大運動鞋商標)。網站上具有M個檔案。檔 t ^^HTML ^ CSS ^ JPEG > PHP > JavaScript A Flashy 〃且包括視讯内容。在現場直播網頁(亦即 «其並㈣使用其)之前’必須载入總共15M位元2 Γ大量楷案存在許多原因。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用者之資訊動 態地組合的網頁(例如,使用者來自哪個國家,何種: ^使用者之前是否進行蹲買等),且視所有此等因素而 不同檔案。但是’其仍為非常典型的商業網頁。 139840.doc •135· 200942305 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 瀏覽器之習知網路伺服器,在現場直播網頁之前花費135 秒。在12 Mbps連接速度2402下,載入時間減少至6·5秒, 或約快一倍。但在96 Mbps連接速度2403下,载入時間僅 減少至約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1〇〇毫秒之 延時仍保持,從而導致54個檔案*100毫秒=5 4秒之延時。 因此,無論至豕庭之連接多快,此網站在現場直播之前將 ❹ 總疋化費至少5.4秒。另一因素係伺服器側排入佇列;每 個HTTP請求係在彳列之後部&力口因&在忙碌伺服器 上’此將具有顯著影響’因為對於待自網路飼服器得到的 每個小項目,HTTP請求需要等待其返回。 · 解決此專問題之一方式.後蔽本&去& β ^ ----- -Lmehght) may be more effective for large distribution to many client devices 415. 139840.doc 133· 200942305 Fields using CDNs to show top-level player grouping game viewfinder pages yield similar levels of efficiency. For larger tournaments, live celebrity commentators can be used to provide comments during specific competitions. Although a large number of users will be watching a larger game and a relatively small number will be played in the tournament. An app/game server 1521-1525 that can route any celebrity mode replicas from a celebrity solution, a member's 0° to a host hosted in a tournament and hosted a tournament towel game. 'And you can add audio to the game audio. You can cover the celebrity's video on the game (or just on the bystander's view). Web page loading accelerates the World Wide Web's main delivery agreement, hypertext transfer protocol (htt_ is conceived and defined in the era of commercial high-speed Internet connectivity, and online consumers using dial-up modems or ISDN. At this time, the "page gold standard" for the Shaanxi speed connection is the T1 line, which symmetrically provides a 1 5 PS data rate (that is, an equal data rate in both directions). ❹ Today, the situation is completely different. The average home connection speed in the world connected via a 胤 or electric iron modem has a much higher data rate than the τι line. In fact, in some parts of the world, fiber-to-the-curb It is bringing the rate of up to 5 〇 〇 ^ ^ 引入 。 。 。 。 π 用 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 The server just says 'HTTP request _ file, the collection of files on the list is waiting to download the file 139840.doc • 134· 200942305 f ask for the second file 'waiting to download the « etc. In fact, HTTP allows More than one "open connection" (that is, each request _ more than one broadcast), a; negotiated 'quasi (and the desire to prevent the network server from being overloaded) so that only a very small number of open connections are permitted. In addition, because web pages are structured in a way that is often unaware of multiple simultaneous pages that can be used for immediate downloading (ie, 'only becomes apparent after scraping a page: you need to download: a new file for the shirt image). Therefore, the Tanru case on the website is essentially one by one, and because of the request and response agreement used by HTTp, there is a general connection with each of the loaded cases (access to the typical US web server). ) 1 〇〇 millisecond delay. In the case of relatively low speed connections, this does not introduce a lot of problems, because the download time for the file itself determines the waiting time of the web page. However, the connection speed increases (especially complex web pages) In the case of), it starts to cause problems. ❹ In the example shown in 圊24, a typical commercial website (this particular website is from a larger sports shoe trademark) is displayed. There are M files on the website. t ^^HTML ^ CSS ^ JPEG > PHP > JavaScript A Flashy and includes video content. Before the live web page (that is, «and (4) use it), 'must load a total of 15M bits 2 Γ mass 楷There are many reasons for this. First, it is a complex and sophisticated network and secondly it is a web page that is dynamically combined based on information about the users accessing the page (eg, from which country the user came from, what: ^user Whether it was before buying, etc.), and depending on all these factors, but different files. But 'it is still a very typical commercial web page. 139840.doc •135· 200942305 Figure 24 shows the increase in connection speed before the live webpage The amount of time that has passed away. At 1.5 Mbps connection speed 2401, using a conventional web server with a conventional web browser, it takes 135 seconds before the live web page is live. At 12 Mbps connection speed 2402, the load time is reduced to 6.5 seconds, or approximately doubled. However, at a connection speed of 2403 at 96 Mbps, the load time is only reduced to approximately 5.9 seconds. The reason for this is that at this high download speed, the time to download the file itself is the smallest, but the delay of approximately 1 millisecond per file is maintained, resulting in a delay of 54 files * 100 milliseconds = 5 4 seconds. Therefore, no matter how fast the connection to the court is, the site will spend at least 5.4 seconds before the live broadcast. Another factor is that the server side is queued up; each HTTP request is in the back of the queue & &force; because on the busy server 'this will have a significant impact' because for the network feeder For each small item that gets, the HTTP request needs to wait for it to return. · One way to solve this problem. After the cover & go & β ^ -----

緩U之速度,且HTTP在緩慢速度下確實工作良好Slow U speed, and HTTP does work well at slow speeds

或本端館存器上)。由 1式/遊戲伺服器1521-1 525上的RAM中 由於經由入埠路由15〇2(或至本端儲存 139840.doc -136· 200942305 ㈤之非常快之互連,並非在使用Ηττρ下每檔案具有ι〇〇 ㈣之延時,而是在使用HTTP下將存在每稽案最小延 時。接著,並非使家庭中之使用者經ΐΗττρ存取網頁, 而是使用者可經由用戶端415存取網頁。接著,甚至在ΜOr on the local library). By the RAM on the type 1/game server 1521-1 525, because of the very fast interconnection via the routing route 15〇2 (or to the local storage 139840.doc -136· 200942305 (5), not every Ηττρ is used The file has a delay of 〇〇 (4), but there will be a minimum delay per audit when using HTTP. Then, instead of allowing the user in the family to access the webpage via ΐΗττρ, the user can access the webpage via the client 415. Then, even in the Μ

Ps連接下(因為此網頁不需要大量頻寬來用於其視訊), =亦將在每一線2400小於1秒之時間内處於現場直播。 貫質上’在應用程式/遊戲伺服器1521_1525上執行之網路 瀏覧器顯示現場直播之頁面之前將不存在延時,且在用戶 端川顯示來自網路劉覽器之視訊輸出之前將不存在可僅 测到的延時。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 飼服器1521·1525上執行之網路瀏覽器,且網路劉覽器將 相應地作出回應。 ❹ 此方法之不利之處係:若麼縮器正值定地傳輸視訊資 :則使用頻寬,即使網頁變成靜態亦如此。此可藉由組 錢縮器以僅在(且若)網頁改變時才傳輸資料且接著僅將 貧科傳輸至發生改變之頁面部分來補救。當存在具有恆定 地改變的快閃標語等之—些網頁時,該等網頁傾向於令人 指,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 況:使用主機代管服務210將傳輪較少資料(與習知網 服器相比),因為將僅傳輸實際顯示的影像,無精簡型用 戶端可執行碼,且無可能從不被檢視之大物件(諸 動翻轉影像)。 ^ J39840.doc -137· 200942305 因此,使用主機代管服務210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,具有即時圖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,且其可能具有用於在崩潰之後將機器狀態傳回之一些 Ο 方式,但確切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。 虽遊戲或應用程式在主機代管服務21〇中執行時Ps is connected (because this page does not require a lot of bandwidth for its video), = will also be live broadcast in less than 1 second per line 2400. There will be no delay before the web browser executing on the application/game server 1521_1525 displays the live broadcast page, and will not exist until the user displays the video output from the web browser. Only the measured delay. When the user uses the mouse to search the webpage and/or type a word on the webpage, the user's input information is sent to the web browser executed on the application/game server 1521·1525, and the network Liu The browser will respond accordingly.不利 The disadvantage of this method is that if the device is transmitting video resources in a positive manner: the bandwidth is used, even if the web page becomes static. This can be remedied by the group reducer to transmit data only when (and if) the web page changes and then only transmit the poor to the changed page portion. When there are web pages that have a constantly changing flash slogan, etc., the web pages tend to be ostentatious, and unless there is a reason to move something (e.g., a video clip), the web page is typically static. For such web pages, there may be situations where the colocation service 210 will use less traffic (compared to the conventional web server) because only the actual displayed image will be transmitted, no thin client executable code And there are no large objects that may never be viewed (moving images). ^ J39840.doc -137· 200942305 Therefore, using the colocation service 210 to host the old webpage can reduce the webpage loading time to the extent that opening the webpage is similar to changing the channel on the TV: effectively live broadcast instantly The page. Promoting the Debugging of Games and Applications As mentioned earlier, video games and applications with instant graphics 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 tricks to return the machine state after the crash, but exactly identify what caused the game or instant application to crash or inappropriately Execution is very difficult. Although the game or application is executed in the colocation service 21〇

戲或應用程式之視訊/音訊輸出恆定地記錄於延遲緩衝 1。515上。另外,看門狗過程執行每一應用程式/遊戲伺 器1521-1525 ’該看門狗過程將向主機代管服務控制系 401疋期地報告應用程式/遊戲伺服器bum正平滑地 仃。右看門狗過程未能報告’則伺服器控制系統仙將 圖與應用程式/遊戲伺服器1521_1525通信,且若成功, 將收集可用的無論什麼機器狀態。將無論什麼可用之資 ::商由延遲緩—錄之視一起發送至: 21=’Λ遊戲或應用程式軟㈣發商自主機代管服務 圖知時’其得科致料之原因的圖框接 值。、錢。此資訊錢蹤到缺㈣將其修復中可極具價 139840.doc •138· 200942305 亦'主思,虽應用程式/遊戲伺服器1 52 1 -1 525崩潰時,在 最近的可重新啟動之時刻重新啟動飼服器,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 • ®4a及圖4b中所展示之系統為終端使用者與遊戲及應用 ’ 帛式開發商兩者提供多種益處。舉例而言,通常,家庭及 辦公至用戶端系統(例如,pc或遊戲控制台)僅在一週中之 φ 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 c〇m/cgi_ bin/stories.pl?ACCT=104&STORY=/www/story/10-05-2006/ 〇〇〇4446115&EDATE=)的2〇〇6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1 7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pc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 〇 訊遊戲播放時間,存在一週24*7=168個小時,彼暗示在活 躍遊戲者之家中,視訊遊戲控制台僅在一週之17/ΐ68 = ι〇% 的小時中處於使用中。或者,9〇%之時間,視訊遊戲控制 台係閒置的。給定視訊遊戲控制台之高成本,及製造商資 -㈣等器件之事實,此為昂貴資源之非常無效率之使用。 商業内之PC通常亦僅在一週之一分率小時中使用,尤其是 •咼端應用程式(諸如,Autodesk Maya)常常所需的非可攜式 桌上型PC。儘管一些商業在所有小時及假日操作且一些 pc(例如,帶回家以用於在晚上進行工作的可攜式係在 139840.doc •139· 200942305 所有小時及假日使用, 業時區中集中於自週;多數商業活動傾向於在給定商 至週五的約9 ΛΜ至5 PM,較少假 曰及斷開時間(諸如,牛^ b ^ 較夕假 1 * 午名)’且因為大多數pc使用在使用 者積極地利用PC時出葙^ ^ 使用在使用 ,^ , 見,所以其遵循:桌上型pc利用傾 向於遵循此等操作小時數。The video/audio output of the play or application is constantly recorded on the delay buffer 1.515. In addition, the watchdog process executes each application/game server 1521-1525. The watchdog process will report to the hosted service control system 401 that the application/game server bum is smoothly smoothing. The right watchdog process fails to report', then the server control system communicates with the application/game server 1521_1525, and if successful, will collect whatever machine state is available. Regardless of what is available:: The business is sent to the delay by the record-to-record: 21='Λ Game or application soft (4) Provider from the host escrow service map knows the reason for its reason The box is connected to the value. ,money. This information is missing (4) to fix it in the price of 139840.doc • 138· 200942305 Also, the main idea is that although the app/game server 1 52 1 -1 525 crashes, the most recent restartable Apologize for technical difficulties by restarting the feeder and providing the message to the user. Resource Sharing and Cost Savings • The systems shown in ® 4a and Figure 4b provide multiple benefits for both end users and both game and application 帛 developers. For example, in general, home and office to client systems (e.g., pcs or game consoles) are only in use for a small percentage of hours of the week. According to Nielsen Entertainment "Active Player Benchmark Study" (http://www.prnewswire c〇m/cgi_ bin/stories.pl?ACCT=104&STORY=/www/story/10-05-2006/ 〇〇 〇4446115&EDATE=) 2nd, 6th, 1st, 5th, 5th, communication, active game's average of 14 hours a week to play on the video game console and about 17 hours a week on the handheld device play. The report also states that for all game play activities (including console, handheld devices and pc game play) active players average - 13 hours per week. Consider the higher number of console video game play time, there is a week 24 *7=168 hours, he suggested that in the active gamer's home, the video game console is only in use during the hours of 17/ΐ68 = ι〇% of the week. Or, at 9〇% of the time, the video game console It is idle. Given the high cost of video game consoles and the fact that manufacturers are responsible for devices such as (4), this is a very inefficient use of expensive resources. PCs in business are usually only one hour a week. Used in non-portable desktop PCs, especially for applications such as Autodesk Maya. Although some businesses operate on all hours and holidays and some pcs (for example, take them home for use) The portable system that works in the evening is used at 139840.doc • 139· 200942305 for all hours and holidays, and the time zone is concentrated in the week; most commercial activities tend to be given in the business to Friday. 9 ΛΜ to 5 PM, less false 曰 and disconnection time (such as 牛 ^ b ^ 夕假1 * noon name)' and because most pc usage occurs when the user actively uses the PC ^ ^ Use, ^, see, so it follows: Desktop PCs tend to follow these hours of operation.

5 , ρλ/ί .Ε 右假疋—週中之五天的自9 AM 至5 PM恆定地利用 Λ ,則彼將暗示PC在一週t 40/168=24%之小時中 ▲ &迥之 # ^ ^ θ ^ 利用。尚效能桌上型PC為用於商 業之非常昂貴的投資, 型電腦卜H 料低之㈣度。在桌上 © 型電腦上教學之學校可 m , P V* ^ ^ - 週之甚至更小分率中使用電 細且儘官其視教璺 教予之小時數而改變,但大多數教學在自 週至週五之日間小時期間出現。因此,一般而言,PC及 視sfL遊戲控制台僅在_ 〇 在31之小分率小時中被利用。 传注意地’因為許多人在非假曰之週一至週五之曰門 時期 学&作,所以此等人通常在此等小 时朗間不玩視訊遊戲, a〆士 且因此當其確實玩視訊遊戲時,其 k吊係在其他小時期間 Ο 日免上、週末及假曰)。 、-口疋圖4a中所展示的主楼 这 機代s服務之組態,則上述兩段 中所描述之使用型樣導致 目. 貝庠之非㊉有效之利用。顯而易 子在對於可在給定時間由# Μ # » 蚀田土 了门由主機代管服務210來伺服之 者的數目的限制’尤其在使用者需要用於複雜應用程 ^如尖端爾訊遊戲)之即時回應性的情況下。但是,不 .^ 市』0或由商業使用的PC(其通常 在大多數時間閒置放置),伺 m . J服盗402可由不同使用者在不5 , ρλ/ί .Ε Right false 疋—The five days of the week are constantly used 9 from 9 AM to 5 PM, then he will imply that the PC is in the hour t 40/168=24% of the hour ▲ &# ^ ^ θ ^ Utilization. The still-powered desktop PC is a very expensive investment for business, and the computer is low (four) degrees. The school that teaches on the computer on the table can be m, PV* ^ ^ - the use of electricity in the week and even the smaller rate is changed and the number of hours is changed by the teachings, but most of the teaching is in Appears during the hours of the week from Friday to Friday. Therefore, in general, the PC and the sfL game console are only utilized in _ 〇 at a small fraction of 31 hours. Passing attention to 'because many people learn and play during the Tuen Mun period from Monday to Friday, so these people usually do not play video games during these hours, a gentleman and therefore when they do play In video games, the k-hang is free during the other hours, weekends, and fakes. - The configuration of the main building s service shown in Figure 4a, the usage patterns described in the above two paragraphs lead to the use of the 十. Obviously, there is a limit on the number of people who can be servoed by the colocation service 210 by the #Μ## eroded field at a given time', especially if the user needs to use it for complex applications. Game) The case of instant responsiveness. However, no .^ city 』0 or a commercially used PC (which is usually placed idle most of the time), can be used by different users.

同時間重新利用。舉例而t,a 士 ARe-use at the same time. For example, t, a, A

° 具有鬲效能雙CPU及雙GPU 139840.doc •140· 200942305 及大量RAM之高效能伺服器4〇2可由商業及學校在非假曰 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 • 及學校在商業小時期間在具有Celeron 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 • 效能遊戲可在非商業小時期間利用低效能伺服器402。 另外,在本文中所描述之主機代管服務配置的情況下, ❹ 資源係在數千名(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 給定時間使用服務。若考慮先前所列出的Nielsen視訊遊戲 使用統計資料,則容易瞭解為什麼。若活躍遊戲者一週僅 17個小時玩控制台遊戲,且若假定遊戲之峰值使用時間係 • 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 ❹ 時。由於以下許多原因而使得難以估計系統上之確切峰值 使用者負載:一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曰間之小時數,則僅主機代管 • 服務210之一分率數目之使用者將係在給定時間使用主機 代官服務210。為此分析起見,將假定峰值負載為12 。 因此,僅12.5%之計算、壓縮及頻寬資源係在給定時間使 139840.doc -141 - 200942305 用,從而由於資源之再使用而導致僅12 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算 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402,且選擇高 . 效能遊戲或應用程式之使用者將被分配高效能(較昂貴)伺 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❹ 式之區之間將使用者自一伺服器4〇2切換至另一伺服器 4〇2,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RAID_ 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 . 傳达速率之益處。因此,跨越所有所玩遊戲或所使用之應 . 用程式的每伺服器4 0 2平均成本比玩最高效能遊戲或應用 程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可能僅為不具有 磁碟或周邊介面(不同於網路介面)之pc主機板,且恰好, 可向下整合至剛好具有至SAN 403之快速網路介面的單一 · 曰曰片。又,RAID陣列405可能將在比存在磁碟之情況多得 多的使用者當中共用,因此每一活躍使用者之磁碟成本將' 遠小於一磁碟機。所有此設備將可能駐留於環境上受控制 139840.doc -142· 200942305 之柯服益室環境中的支架甲。若飼服器4〇2出故障,則其 可容易地在主機代管服務210處進行修理或替換。相比2 下’家庭或辦公室中之Pc或遊戲控制台必須堅固,必” ·. _免於合理之磨損及撕裂以防被重擊或㈣的獨立琴二 .f要—外殼’具有至少-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櫥櫃中)兄 需要服務保證,必須被封裝及裝運,且由可能收取零㈣ 冑之零售商來出售。另外,PC或遊戲控制台必須經組態以 滿足將在未來某-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 • 控制台出故障,則使其得到修理係—昂#且耗時之過 程(不利地影響製造商、使用者及軟體開發商)。 口此,饭疋圖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 ❿ 或學校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4〇2)均可為使用者所用,且所有遊戲及應用 程式接近即刻地執行(亦即’快速地自RAID陣列4〇5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 139840.doc 143· 200942305 〇 修復(亦即,軟體開發商將能夠選擇用於執行給定遊戲或 應用程式之伺服器402的理想伺服器組態,且接著將飼服 器402組態有最佳驅動器,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令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210之後,使用者可能發現遊戲及 應用私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應用 程式可用於利用計算技術(例如,較高效能之GPU)(其在一 年前甚至不存在)之服務21G上,因此對於使用者而言,將 不可能麟買將在一年後玩遊戲或執行應用程式的-年前之 ㈣。因為玩遊戲或執行應用程式之計算資源對於使用者 σ不可見(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㈣程式_更像使用者 電視上之頻道),所以使用者之硬體將在使用者甚至未竜 識到升級之情況下已被「升級」。 ❹ 消除對於備份之需要 對㈣業、學校及家庭中之使用者的另一較大問題係備 伤。右磁碟出故障,或苦甚从° Dual-CPU with dual CPU and dual GPU 139840.doc •140· 200942305 and high-performance RAM 4〇2 can be used by commercial and school in non-false 9 9 AM to 5 PM, but by playing cutting-edge video games The player uses it at night, on weekends and on holidays. Similarly, low-performance applications can be utilized by businesses and schools during business hours on low-performance servers with Celeron CPUs, GPUs without GPUs (or low-end GPUs), and limited RAM. The game may utilize the low performance server 402 during non-commercial hours. In addition, in the case of the colocation service configuration described herein, the resource is effectively shared among thousands (if not millions) of users. In general, online services only use a small percentage of their total user base to use the service at a given time. If you consider the Nielsen video game usage statistics listed previously, it's easy to understand why. If active players play console games for only 17 hours a week, and if the peak usage time of the game is assumed to be • at night (5-12 AM, 7*5 days = 35 hours/week) and weekends (8 am_12 AM' 16 *2=32 hours/week for a typical non-working, non-commercial hour, for a 17-hour game, there are 35+32=65 peaks in a week. 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 at a particular daytime, and the peak time may be affected by the type of game being played ( For example, a child's game will probably be affected at an early time in the evening. Time to play). However, 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 between the players, then only the number of users of the host escrow service 210 will use the host at a given time. Agency service 210. For this analysis, the peak load is assumed to be 12 . Therefore, only 12.5% of the computing, compression and bandwidth resources are used at 139840.doc -141 - 200942305 at a given time, resulting in only 12 5% of the hardware cost to support a given user due to resource reuse. Play one of the performance games given levels. In addition, assuming that some games and applications require more computing power than others, resources can be dynamically allocated based on the game being played by the user or by the application executed by the user. Therefore, users who choose a low performance game or application will be assigned a low performance (lower cost) server 402, and the selection will be high. The user of the performance game or application will be assigned a high performance (more expensive) server 402. In fact, a given game or application may have a lower performance and higher performance area for the game or application, and the user can switch from a server 4〇2 to a game or application area. Another server 4〇2 is executed to keep the user on the lowest cost server 402 that satisfies the needs of the game or application. Note that a RAID_column 405 that is much faster than a single disk will be used by even the low performance server 4〇2, which has the benefit of a faster disk. Therefore, the average cost per server for all games played or used is much less than the cost of most expensive servers 402 playing the highest performance games or applications, however, even low performance The server 402 will also obtain the disk performance benefit from the RAID array 405. In addition, the server 402 in the colocation service 210 may be only a pc motherboard without a disk or a peripheral interface (different from the network interface), and just can be integrated down to a fast network just to the SAN 403. The single interface of the road interface. Also, the RAID array 405 may be shared among a much larger number of users than in the presence of a disk, so the disk cost per active user will be 'far less than a disk drive. All of this equipment will likely reside in an environmentally controlled bracket in the environment of the 139840.doc -142. 200942305. If the feeder 4〇2 fails, it can be easily repaired or replaced at the colocation service 210. Compared to 2 'Pc or game console in the home or office must be sturdy, must be · · _ free from reasonable wear and tear to prevent being hit or (4) independent piano II. - The disk drive 'has to survive unfavorable environmental conditions (for example, being forced into a heated AV cabinet with other appliances). The brother needs a service guarantee, must be packaged and shipped, and is purchased by a retailer who may charge zero (4) In addition, the PC or game console must be configured to meet the peak performance of the most computationally intensive game or application that will be used at some point in the future, even for lower performance games or applications (or games or applications). The program area may also play most of the time. In addition, if the console fails, it will be repaired and the process will be time-consuming (adversely affecting manufacturers, users and software developers). In this case, the system shown in Figure 4a provides the experience of the experience of the local computing resource to the user for the user to experience in the home, office or school. Computational power, which provides much lower computing power through the architecture shown in Figure 4a. Eliminates the need for upgrades. In addition, users no longer have to worry about upgrading PCs and/or consoles to play new games or handle higher performance. New applications. Any game or application on the Hosting Service 21 (regardless of the type of server 4〇2 required by their games or applications) can be used by users and all games and applications Proximity to execute (ie, 'fastly load from the RAID array 4〇5 or the local storage on the server 402) and properly have the latest updates and defects 139840.doc 143· 200942305 〇 repair (ie, software The developer will be able to select the ideal server configuration for executing the server 402 of a given game or application, and then configure the feeder 402 with the best driver, and then over time, the developer will Ability to simultaneously provide updates, bug fixes, etc. to all copies of the game or application hosted by the hosted service 210. In effect, the user begins to use the colocation service After 210, the user may find that the game and the application private continue to provide a better experience (eg, via updates and/or bug fixes) and may be in a situation where the user discovers a new game or application available to utilize computing technology after one year. (for example, a higher-performance GPU) (which did not even exist a year ago) on the 21G service, so for the user, it will be impossible for Lin to buy the game or execute the application in one year. The former (4). Because the computing resources for playing games or executing applications are invisible to the user σ (that is, 'from the user's point of view, the user only chooses the game that starts to execute immediately or (4) the program _ more like The user's TV channel), so the user's hardware will be "upgraded" even if the user does not even know the upgrade.消除 Eliminate the need for backups. Another problem with (4) users in schools, schools, and homes is injury. The right disk is faulty, or it is hard

或視訊遊戲控制台中之資⑽則儲存於本端PC (例如,在控制台之狀況下, 之遊戲成果及等級)可能丟失。存在提供用於PC之 備份的許多可用的應用程式,且可將遊戲控制 :狀態上Μ線上舰器以供備份,但通常 製至必須儲存於安全且有組織的某處之另-本端磁 139840.doc •144· 200942305 ,、他非揮發性儲存器件),且由於經由典型低成本網際網 $連接可用之緩慢上行速度而使得對於線上服務之備份常 ^有限。在圖4a之主機代管服務21〇下,儲存於RAm陣列 令之貝料可使用為熟習此項技術者所熟知之先前技術 ;^細組態技術來組態,以使得當磁碟出故障時,將不丟 ^料’且將通知容納出故障之磁碟之伺服器中心處的技 V員且接著技術黃將替換該磁碟,該磁碟接著將被自動 0地更新以使抑編陣列再一次容忍、故障。另彳,因為所 有磁碟機彼此接近且其間具有經由編4〇3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 伤人級儲存器(其可儲存於飼服器中心處或者經易地重 '新定位)並不困難。自主機代管服務210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 使用者經常希望在購w遊戲或應用程式之前制遊戲或 ❹應用程式。如先前所描述,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-名詞)遊戲及應用程式之先前技術構件,但其中 之每-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 .彳面)選擇演示且試用該演示。演示將幾乎即刻地载入適 合於該演示之飼服器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 139840.doc -145. 200942305 402還是低效能之伺服器402,且無論使用者使用之家庭或 辦公室用戶端415係何類型,自使用者之觀點看,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確 切地控制准許使用者試用何演示及試用多長時間,且當 然,演示可包括為使用者提供獲得對所演示之遊戲或應用 . 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❹ 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m播放演示之次 數。然而,使用者可設置多個使用者ID,尤其是其係自由 的情況下。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_ 將具有一序號,且主機代管服務21〇可限制演示可由具有 彼序號之用戶端存取之次數。若用戶端415正以pc或其他 n件上之軟體執行’則可由主機代管服務21〇來指派序號❹ 且將該序號健存於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,料號被抹除或改變, 則另-選項係主機代管服務210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 可改變網路配接器之MAC位址,然而,此並非極簡單的方* 法。另-方法係限㈣示可被播放至給定即綠之次數。 139840.doc -146- 200942305 儘管可由電纜數據機及DSL提供者來週期性地重新指派卟 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)IIMf、處於用於住宅DSL或電纜數據2 , 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 路由器之後可此存在多個器件,但通常在住宅背景中,將 存在有限數目之該等器件。若IP位址係處於伺服商業之區 ❹ 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 最佳方式。儘管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 - 料不值得費神去濫用演Μ統,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 〇 顯著证處尤其出現於利用圖4a中所展示之系統之商業、 學校及其他機構。商業及學校具有與安裝、維護及升級pc 相關聯之實質成本,尤其當談及執行諸如之高效能應 用程式之PC時。如先前所陳述,pc通常僅在一週之小時 之一分率中被利用,且如在家庭中,具有給定位準之效能 食b力的pc在辦公室或學校環境中之成本遠高於在伺服器中 * 心環境中之成本。 在較大商業或學校(例如,大的大學)之狀況下該等實 體之IT部門設置伺服器中心且維護經由LAN級連接而遠端 139840.doc -147- 200942305 ❹ 地存取之電腦可係實際的。存在用於經由LAN或經由辦公 至之間的私用高頻寬連接而遠端存取電腦的許多解決方 法舉例而吕,藉由Microsoft之Windows終端機伺服器, 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Sun Microsystems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 理之飼服器中心通常專用於單_商業或學校,㈣此不能 夠利用在全異應用程式(例如,娛樂及商業應用程式)在一 週之不同時間制同-計算㈣時所可能的使用之重疊。 因此’許多商業及學校缺乏獨立設置具有至每—使用者之 ^速度之網路連接的舰器中心之規模、資源或專門技 月卜實際上,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)。 ❹ 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,小建築公司可 能僅具有小數目之㈣師,當進行設計I作時,具有相對 5之計算需要,但其可能週期性地需要非常高效能之3D 二异⑼如’當建立用於用戶端之新建築設計的扣穿越 織:4a中所展不之系統極其適合於該等組 ==^家庭^—種類之網路連接(例如,Or the video game console (10) stored in the local PC (for example, in the case of the console, the game results and levels) may be lost. There are many applications available for backup of PCs, and the game can be controlled: the state is on the line for backup, but usually it must be stored in another location that must be stored in a safe and organized place. 139840.doc • 144·200942305, his non-volatile storage device), and the backup for online services is often limited due to the slow upstream speed available via the typical low-cost Internet connection. In the colocation service 21 of Figure 4a, the stored in the RAm array can be used as a prior art well known to those skilled in the art; fine configuration techniques are configured to cause the disk to fail. At the time, the device will not be discarded and 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 0 to make the suppression The array is once again tolerated and faulty. In addition, since all the drives are close to each other with a fast local network via the programming, all the disk systems are configured in the server center to periodically injure the human-level storage (which can be stored) It is not difficult at the center of the feeding machine or by the heavy new location. From the point of view of the user of the colocation service 210 - see that its data is always completely secure and it never has to be considered for backup. Access to the presentation Users often want to make a game or an application before purchasing a game or application. As previously described, there is a demonstration (the "verb" verb form means the trial demo version, the demo version is also called the "demo", but as a - noun) the prior art components of the game and the application, but each of them - Subject to restrictions and/or inconvenience. Using the colocation service 21〇, . It is easy and convenient for the user to try out the demo. In fact, what the user does is select the demo and try the demo via a user interface (such as the user described below). The presentation will load almost instantly onto the feeder 402 suitable for the presentation, and it will be executed exactly like any other game or application. Regardless of whether the presentation requires a very efficient server 139840.doc -145. 200942305 402 is still a low-performance server 402, and regardless of the type of home or office client 415 used by the user, from the user's point of view, the presentation is Will work. The software publisher of the game demo or application demo will be able to precisely control how long the demo and trials are allowed for the user to try, and of course, the demo may include providing the user with the full version of the game or application being presented. 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 a given user m can play the presentation. However, the user can set multiple user IDs, 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 pc or other software on n pieces, then the serial number can be assigned by the host hosting service 21 and the sequence number is saved on the PC and the serial number is used to limit the presentation use but assume that the PC can be used. To re-programize, the item number is erased or changed, then the other-option host hosting service 210 maintains the Pc network adapter media access control (MAC) address (and/or other machine-specific identifiers such as Record the hard drive number, 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. The other-method limit (four) shows the number of times that can be played to a given green. 139840.doc -146- 200942305 Although the address can be reassigned periodically by cable modems and DSL providers, it does not occur very frequently in practice and can be determined if (eg, by contacting an ISP) IIMf, in a block of IP addresses for residential DSL or cable data 2 access, typically establishes a small number of presentations for a given home. Also, there may be multiple devices in the home after the 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 Business Area 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 best way to limit the number of presentations on the PC. While there may not be a very simple way to make the determined and technically skilled user likely to be limited in the number of replayed presentations, creating a number of obstacles can create enough obstacles to make most PCs worthwhile. The gods are going to abuse the deductive system, and instead, they use the demo when they want to try out new games and applications. Benefits to Schools, Businesses and Others 〇 Significant evidence is particularly evident in commercial, school and other institutions that utilize the systems shown in Figure 4a. Businesses and schools have substantial costs associated with installing, maintaining, and upgrading PCs, especially when talking about PCs such as high-performance applications. As stated previously, pcs are typically only used in one-hours of an hour, and as in the home, the cost of a PC with a given amount of efficiency is much higher in an office or school environment than in a servo. The cost in the heart environment. In the case of larger businesses or schools (eg, large universities), the IT department of these entities sets up the server center and maintains the computer connected via the LAN level and the remote 139840.doc -147- 200942305 Actual. There are many solutions for remotely accessing a computer via a LAN or via a private high-frequency wide connection between office and office, either by Microsoft's Windows terminal server or by a virtual network computing application ( For example, VNC from RealVNC Ltd. or a remote client component from Sun Microsystems can obtain remote access to a PC or server with a range of qualities in graphical response time and user experience. In addition, these self-managed feeding machine centers are usually dedicated to single-business or school, and (4) this cannot be used in disparate applications (for example, entertainment and business applications) at different times of the week - calculation (four) The overlap of possible uses. Therefore, 'many businesses and schools lack the scale, resources or expertise to independently set up a ship center with a network connection to each user's speed. In fact, a large percentage of schools and businesses have the same Internet as the family. Network connection (for example, DSL, cable modem). ❹ However, these organizations may still have the need for very high performance calculations (either periodically or periodically). For example, a small construction company may only have a small number of (4) divisions. When designing I, it has a relative computational need of 5, but it may periodically require very efficient 3D diversification (9) such as 'when establishing The system of the new building design at the user end: the system that is not displayed in 4a is extremely suitable for the network connection of the group ==^home^-type (for example,

作為用戶端…,或者完全二:可利用低廉的PC 制信號邏㈣及低延時、f $亦可,而制僅實施控 _時視訊解壓縮412之低廉的專用器 139840.doc •148· 200942305 件。此等特徵對於可 件之損壞的問題的擧b/、PC之偷竊或對pc内之專用組 ’學校特別有吸引力。 種配置解決了用於 優點亦為進行通用計算之一应:之許多問題(且許多此等 操作成本(其最終必須:/用者共用)。舉例而言, 有可行的商業)可二:Γ遞回至使用者以便具As the user terminal..., or completely two: can use the low-cost PC signal logic (4) and low latency, f $ can also be implemented, and only implement the control _ time video decompression 412 low-cost special device 139840.doc • 148· 200942305 Pieces. These features are particularly attractive for the problem of damage to the device, the theft of the PC, or the special group within the pc. The configuration solves many of the problems that are also used for general purpose calculations (and many of these operational costs (which ultimately must be: / shared by the user). For example, there are viable businesses): Recursively return to the user for

:使用時間的其他應用程式共用,⑻該等組 取僅在^要時獲得(且招致成本)對高效能計算資源之存 妒组纖不必提供用於備份或以其他方式維護高效 此叶异資源之資源。 盜版之消除 ▲另外’遊戲、應用程式、互動式電影等可能不再如現今 這樣被盜版。因為遊戲係在伺服器中心處執行,所以使用 者不具備對於基本程式碼之存#,因在匕不存在盜版。即使 使用者將要複製原始碼,使用者亦不能夠在標準遊戲控制 台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)的市場。已使用之遊戲之重新銷 售亦係不可能的。 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機代管 服務210。 串流互動式視訊 139840.doc •149· 200942305 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§fl (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 路而知:供串流視訊之先前技術系統僅具有可藉由高延時互 動實施的所致能之應用。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 前所陳述,一些視訊遊戲之性質允許其以高延時來播放。 但是,用於串流視訊之先前技術方法之高延時(或低壓縮❹ 比率)嚴重限制串流視訊的潛在應用或使其部署變窄至專 門化的網路環境,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動式視訊下可能的多種應用的大· 門’尤其是經由消費者級網際網路連接而致能之彼等應-用。 一 ❹ 實際上,在與圖心之用戶端465一般小之用戶端器件 下,足以藉由有效的任意量之計算能力、任意量之快速儲 存及強大飼服器之間的極快網路連接而提供增強的使用者 體驗’其致能新的計算時代。料,因為頻寬要求並不隨 著系統之計算能为@ i & μ e b力增長而增長(料,因為頻寬要求僅係 關於顯示解析度、品督 何度質及圖框㈣W/f m 接!·生係曰遍存在的(例如,經由分布廣 無線涵蓋)、可靠的Τ Τ罪的2具有足以滿足所有使用者之顯 件422之需要的足夠高 益 '員寬’則問題將係典型消費者及 139840.doc •150· 200942305 商業應用所必要的是厚重用戶端(諸如,執行Wind〇ws、: Other applications that use time share, (8) These groups are obtained only when they are needed (and incur costs). The storage of high-performance computing resources does not have to be provided for backup or otherwise maintain efficient and efficient. Resources. Elimination of piracy ▲In addition, games, applications, interactive movies, etc. may no longer be pirated as they are today. Since the game is executed at the server center, the user does not have the # for the basic code, because there is no piracy. Even if the user is going to copy the source code, the user cannot execute the code on the standard game console or the court computer. This opens up markets around the world where standard video games are not available, such as China. Resale of games that have already been used is also impossible. For game developers, there are fewer market discontinuities as they are today. 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 colocation service 210 can be gradually updated as the game requirements change over time. Streaming Interactive Video 139840.doc • 149· 200942305 The above description provides a low-latency streaming interactive §fl based on the Universal Internet (which implicitly also includes audio along with video, as described in this article A variety of applications that enable the use of novel basic concepts. It is known via the Internet that prior art systems for streaming video have only those applications that can be implemented by high latency interactions. For example, for the basics of linear video, playback control (e.g., pause, rewind, fast forward) works properly at high latency, and it is possible to select among the online video feeds. Moreover, as previously stated, the nature of some video games allows them to be played with high latency. However, the high latency (or low compression ratio) of prior art methods for streaming video severely limits the potential application of streaming video or narrows its deployment to a specialized network environment, and even in such environments. The prior art also introduced a substantial burden on the Internet. The techniques described in this article open up the large number of applications that are likely to be available under low-latency streaming interactive video over the Internet, especially those enabled via consumer-grade Internet connections. . In fact, under the user-side device that is generally small with the user terminal 465 of the heart, it is sufficient to use any amount of computing power, any amount of fast storage, and extremely fast network connection between powerful feeders. And provide an enhanced user experience' that enables a new computing era. Because the bandwidth requirement does not increase with the calculation of the system for @ i & μ eb force (material, because the bandwidth requirement is only about the display resolution, the quality of the product and the frame (4) W/fm The problem is that the 生 曰 曰 ( 例如 ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( 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Typical consumers and 139840.doc •150· 200942305 Business applications are necessary for heavy clients (such as executing Wind〇ws,

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)。Linux, PC or mobile phones such as SX, or even thin client (such as 'Adobe Flash or Java').

串流互動式視訊之出現導致關於計算架構之結構的假定 之重新考慮。此之一實例係圖15中所展示之主機代管服務 210伺服器中心實施例。用於延遲緩衝〇器及/或分群視訊 1550之視訊路徑係反饋迴路,其中應用程式/遊戲伺服器 1521-1525之經多播之φ流互動式視訊輸出經由路徑 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_1525中。此致能藉由先前技 術飼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(例如,諸如圖16、 圃 圖17及圖20中所說明之彼等應 用)。但疋’作為更^般之牟谨拉料 r- ^ 、 Q人取々永構特徵,反饋迴路1550所提 供的為串流互動式視訊位準 、 干卸因為可在應用程式 需要視訊時將視訊無限地循環 m^ 此软月匕之則從未可用的多 種應用可能性。 规禾褥特徵在 71 保皁向udp流。此男效 地致能串流互動式視訊之任意程度的多播(相比之下,諸 ⑽流之雙向流將隨著使用者之數目增加而在來自來 網路上產生愈加更多的訊務停滞)。多播係飼服 |§中心内之重要能力, 為/、允許系統對網際網路使用者 (實際上,世界之人口)之增長的需要作出回應以在一對 基礎上通信。再次,本文中所論述的說明 “ Λ遞知與多播兩者之使用的實例(諸如,圖 139840.docThe emergence of streaming interactive video has led to a reconsideration of assumptions about the structure of the computing architecture. One such example is the colocation service 210 server center embodiment shown in FIG. A video path feedback loop for the delay buffer buffer and/or the group video 1550, wherein the multicast φ stream interactive video output of the application/game server 1521-1525 is either via the path or via path 1551 The optional delay is then fed back to the application/game server 1521_1525. This can be achieved by a number of practical applications where prior art feeders or local computing architectures are not possible or feasible (e.g., such applications as illustrated in Figures 16, 圃 Figure 17 and Figure 20). However, 疋 'as a more general 牟 拉 r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r r Video infinitely loops m^ This soft moon has never been available for multiple application possibilities. The characteristics of the sputum and sputum in the 71 soap to the udp flow. This effect enables any degree of multicasting of streaming interactive video (in contrast, the two-way flow of the (10) streams will generate more traffic on the incoming network as the number of users increases. Stagnant). Multicast suits | § The key capabilities within the center are / that allow the system to respond to the growing needs of Internet users (actually, the world's population) to communicate on a one-to-one basis. Again, the descriptions discussed in this article are examples of the use of both deportation and multicast (eg, Figure 139840.doc)

•15U 200942305 I6)僅為具有可能性之非常大之冰山的尖端。 在一實施例中,本文中所說明之各種功能模組及相關聯 之步驟可由含有用於執行該等步驟之固線式邏輯的特定硬 體組件(諸如,特殊應用積體電路(「ASIC」))或由經程式 化之電腦組件與定製硬體組件之任何組合來執行。 在-實施例中,可將該等模組實施於諸如丁伽儀器的 TMS320X 架構(例如,TMS32〇C6〇〇〇、tms32〇c5嶋, 〇 等)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。 實施例可包括如上文所闡述之各種步驟。該等步驟可體 現於引起通用或專用處理器執行特定步驟之機器可執行指 7中。已將與此等基本原理無關之各種元件(諸如,電腦 記憶體、硬碟機、輸人器件)自圖中省去以避免混清相關 態樣。 所揭不之&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“日不限 於㈣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t,本發明 可作為電腦程式來下载,該電腦程式可經由通信鏈路⑽ 如’數據機或網路連接)藉助於體現於載波或其他傳播媒 肢中之貝料佗號而自遠端電腦(例如,伺服器)傳送至請求 電腦(例如,用戶端)。 亦應理解,所揭示@ μ & > Λ ± 句之‘的物之要素亦可作為電腦程式產 139840.doc -152- 200942305 品來提供,該電滕程式彦品可包括在上面錯存有指令 益可漬媒體,該等指令可用於程式化電猫(例如,處理哭 或其他電子器件)以執行-序列操作。或者,該等操作; 藉由硬體與軟體之組合來執行。機器可讀媒體可包括“曰 不限於)軟性磁碟、光碟、CD_R〇M,及磁光碟、職、 MM、EPROM、EEPR〇M '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媒體/機器可讀媒體。舉例 Φ 而吕’所揭示之標的物之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(例如,數據機或網路連接) 藉助於體現於載波或其他傳播媒體中之資料信號而自遠端 電腦或電子器件傳送至請求過程。 卜儘&已結合特定實施例描述所揭示之標的物,但 眾多修改及變更將適當地處於本揭示案之料内。因此, 【圖式簡單說明】 說明書及圖式應視為說明性的而非限制性的意義。 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。 一圖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。 端 圖說明根據—實施例而使用的主機代管服務及用戶 圖4b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。 圖說明根據—實施例之用戶端器件。 139840.doc •153- 200942305 圖4d說明根據另—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—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 料速率中之峰值。 圖6c说明與傳輸高複雜度、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9a至圖9c說明在一實施例中使用以用於緩解資料速率 峰值的實例技術。 圖10a至圖1 Ob說明將影像影像塊有效地封裝於封包内的 一實施例。 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13 a至圖13 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。 139840.doc -154· 200942305 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16之使用者介面。 • 圖1 8說明在將特定視訊窗放大至全螢幕大小之後的圖17 • 之使用者介面。 圖196兒明上覆於多人遊戲之螢幕上的實例合作使用者視 訊資料。 ❹ 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。 φ 圖24為說明在現場直播網頁之前消逝的時間量與連接速 度之曲線圖。 【主要元件符號說明】 100 CPU/GPU 101 隨機存取記憶體(RAM) 102 顯示器件(SDTV/HDTV或1 ^腦監視器;) 103 硬碟機 104 光學媒體驅動器/光學媒體 /光碟機 105 網路連接 139840.doc -155- 200942305 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 139840.doc -156.• 15U 200942305 I6) is only the tip of a very large iceberg with the possibility. In one embodiment, the various functional modules and associated steps described herein may be comprised of specific hardware components (such as special application integrated circuits ("ASICs") that contain the fixed-line logic for performing the steps. )) or by any combination of programmed computer components and custom hardware components. In an embodiment, the modules can be implemented in a programmable digital signal processor ("Dsp") such as TMS320X architecture (eg, TMS32〇C6〇〇〇, tms32〇c5嶋, 〇, etc.). ")on. A variety of different DSPs can be used while still adhering to these basic principles. Embodiments may include various steps as set forth above. These steps may be embodied in a machine executable finger 7 that causes a general purpose or special purpose processor to perform particular steps. Various components (such as computer memory, hard disk drives, and input devices) that are not related to these basic principles have been omitted from the figure to avoid mixing the relevant aspects. The elements of the <RTI ID=0.0>>><>> The machine-readable medium can include "the day is not limited to (four) flash memory, optical disc, CD_R〇M, DVD r〇m, ram, EPROM, EEPROM, magnetic or optical card, propagation medium or other type of machine suitable for storing electronic instructions. Readable medium. For example, the present invention can be downloaded as a computer program that can be accessed via a communication link (10) such as a 'data machine or network connection' by means of a carrier or other propagating medium. It is transmitted from a remote computer (for example, a server) to a requesting computer (for example, a client). It should also be understood that the elements of the @μ &> Λ ± sentence can also be used as computer programs. 139840.doc -152- 200942305 The product can be included, and the instructions can be used to program the electric cat (for example, to handle crying or other electronic devices). Execution-sequence operation. Alternatively, the operations are performed by a combination of hardware and software. The machine-readable medium may include "not limited to" a flexible disk, a compact disc, a CD_R〇M, and a magneto-optical disc, a job, MM. , EPROM, E EPR〇M 'Magnetic or optical card, media or other type of media/machine readable medium suitable for storing electronic instructions. Example Φ The elements of the subject matter disclosed by Lu's can be downloaded as a computer program product. The program can be transmitted via a communication link (for example, a data modem or a network connection) by means of a data signal embodied in a carrier wave or other communication medium. And from the remote computer or electronic device to the request process. The subject matter disclosed is described in connection with the specific embodiments, and numerous modifications and variations are Therefore, the description and drawings are to be regarded as illustrative and not restrictive. 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. The figure illustrates a colocation service and user used in accordance with the embodiment. Figure 4b illustrates an exemplary delay associated with communication between the client and the colocation service. The figure illustrates a client device in accordance with an embodiment. 139840.doc • 153- 200942305 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 peak in the data rate associated with transmitting a low complexity, low motion video sequence. 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 for use in mitigating data rate peaks in an embodiment. Figures 10a through 1B illustrate an embodiment of efficiently packaging a block of image images within a packet. 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 13a through 13b 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. 139840.doc -154· 200942305 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 16 after selecting a particular video window. • Figure 1 8 illustrates the user interface of Figure 17 after zooming in on a particular video window. Figure 196 shows an 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 photo-realistic image with a textured surface. Figure 23 illustrates an example user interface page that allows selection of linear media content. φ Figure 24 is a graph showing the amount of time elapsed and the connection speed before the live web page is live. [Main component symbol description] 100 CPU/GPU 101 Random access memory (RAM) 102 Display device (SDTV/HDTV or 1^ brain monitor;) 103 Hard disk drive 104 Optical media drive/Optical media/CD player 105 Road connection 139840.doc -155- 200942305 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 generation Management Service/Host 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/Host Generation Tube Service Control Server Servo Storage Area Network (SAN) Video Compression Logic / Video Compressor Independent Redundant Array (RAID) Control Signal Control Signal Control Signal Routing Logic Network Low Latency Video Decompression Logic Control Signal Logic 139840.doc -156.

200942305 415 用戶端/用戶端器件/用戶端電腦 420 顯示器件 421 輸入件 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 e 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 ❹ 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 139840.doc -157- 200942305 (高清晰度電視)/監視器 469 輸入器件 475 用戶端器件 476 快閃記憶體 477 視訊相機 478 顯示器件 479 藍芽輸入器件/有線USB輸入器件 480 匯流排 481 乙太網路介面 482 WiFi子系統 483 控制CPU/控制處理器 484 藍芽介面 485 USB子系統 486 視訊解壓縮器 487 視訊輸出子系統 488 音訊解壓縮子系統 489 音訊輸出子系統 490 HDMI 介面200942305 415 Client/Client Device/Customer Computer 420 Display Device 421 Input 422 Display Device/Display » 440 Internet Bypass Service* 441 Presence Point 442 WAN Interface e 443 Firewall/Router/NAT (Network Address Translation) Device 444 WAN Interface 451 One-way transmission time for transmitting control signals 452 Round trip routing/user field via user location - Route 453 Arrow / Round trip delay / User ISP 454 Universal Internet Delay 455 One-way routing 456 456 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 / Client 466 Eyewear 468 Display Device / SDTV (Standard Definition TV) or HDTV 139840.doc -157- 200942305 (High Definition TV) / Monitor 469 Input Device 475 Client Device 476 Flash Memory 477 Video Camera 478 Display Device 479 Bluetooth Input Device / Wired USB Input Device 480 Bus 481 B 482 WiFi network interface subsystem 483 to control CPU / processor 484 controls the Bluetooth subsystem 485 USB interface 486 video decompressor 487 video subsystem 488 outputs the compressed audio subsystem 489 Solutions Audio output subsystem 490 HDMI interface

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 139840.doc -158- 200942305 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 • 經壓縮之圖框 512 經壓縮之圖框 513 經壓縮之圖框 520 壓縮邏輯 A w 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 139840.doc •159· 200942305 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 視訊流資料速率 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倍峰值資料速率 952 圖框2倍峰值 953 平坦化的2倍峰值 954 圖框4倍峰值 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 139840.doc - 160- 200942305 970 未經壓縮之圖框1 ο 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 139840.doc -161 - 200942305 1120 1121 1122 1123 1200 1201- 1205 1300 1301 1501 1502 1511 1512 1515 1521 1529 1530 1539 1540 1550 1551 1552 1599 139840.doc 使用者輸入命令 FEC碼 使用者輸入命令 FEC碼 多核及/或多處理器 1208 核心 ’ 4x2配置/未經壓縮之圖樞 . 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 . 1525 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/反饋迴路 · 路徑 - 路徑 出埠網際網路訊務 •162· 200942305 1600 「縮略圖」視訊窗 1601 黃色選擇框 1602 遊戲資訊 , 1700 視訊窗 1800 t 箭頭 1801 上覆 1900 視訊及音訊 2000 使用者本身之視訊 ® 2001 現場直播之視訊 2002 搭檔 2003 視訊片段/自賞剪輯/3D DVR自賞剪輯 2004 數字 2005 圖示 2400 線 2401 1.5 Mbps連接速度 _ 2402 ❹ 12 Mbps連接速度 2403 96 Mbps連接速度 HS1-HS6 主機代管服務伺服器中心 139840.doc 163 -491 DVI-I 492 S-Video 493 Composite Video 494 Digital Interface 495 Stereo Analog Interface 497 Ethernet 139840.doc -158- 200942305 499 Power 501 Uncompressed Video Frame 502 Uncompressed Video Frame. 503 Uncompressed video frame 511 • Compressed frame 512 Compressed frame 513 Compressed frame 520 Compressed logic A w 559-561 Uncompressed video frame 611 I Frame 612-613 P Box. 620 Compression 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 139840.doc • 159· 200942305 721-770 Uncompressed frame 731-780 R frame 805 Mobile character 811 R frame 812 R frame 922 Available maximum data rate 934 Video stream data rate 941 Peak value Material rate/peak maximum data rate 942 2 times peak data rate 943 3 times peak data rate 944 4 times peak data rate 952 frame 2 times peak 953 flattened 2 times peak 954 frame 4 times peak 955 4 times flattened Peak 961 uncompressed frame 1 962 Uncompressed frame 2 963 Uncompressed frame 3 964 Uncompressed frame 4 965 Uncompressed frame 5 966 Uncompressed frame 6 967 Uncompressed frame 7 968 Uncompressed frame 8 969 Uncompressed frame 9 139840.doc - 160- 200942305 970 Uncompressed frame 1 ο 981 Compressed frame 1 982 Compressed Box 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) 995 Transmission time 996 Transmission time (4 times peak) 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 (FE C) 1105 Forward Error Correction Code (FEC) 1110 Audio Packet - 1111 FEC Code 1112 Audio Packet 1113 FEC Code 139840.doc -161 - 200942305 1120 1121 1122 1123 1200 1201- 1205 1300 1301 1501 1502 1511 1512 1515 1521 1529 1530 1539 1540 1550 1551 1552 1599 139840.doc User input command FEC code User input command FEC code multi-core and / or multi-processor 1208 core ' 4x2 configuration / uncompressed map pivot. Server center / colocation service network Incoming Internet Traffic _ Incoming Routing / Incoming Routing Network RAID Array RAID Array RAID Array / Delay Buffer. 1525 Application / Game Server Uncompressed Video / Audio Shared Video Compression / Shared Pool / Shared Hardware Compression / Common® Hard Compressor / Shared Video Compression Hardware Compressed Video / Audio Output Routing / Routing Routing Network Delay Buffer and / or Grouped Video / Feedback Loop · Path - Path Out Internet Service•162· 200942305 1600 “Thumbnail” Video Window 1601 Yellow Selection Box 1602 Game Information, 1700 Video Window 1800 t Arrow 1801 Overlay 1900 Video and Audio 2000 User's Video® 2001 Live Video 2002 Partner 2003 Video Clip/Self-review Clip/3D DVR Self-Puzzle 2004 Digital 2005 2400 Line 2401 1.5 Mbps Connection Speed _ 2402 ❹ 12 Mbps Connection Speed 2403 96 Mbps connection speed HS1-HS6 Colocation Service Server Center 139840.doc 163 -

Claims (1)

200942305 七、申請專利範圍: 1. 一種袈置,其包含: 一主導服務伺服器中心之一個或多個伺服器;及 一獨立冗餘磁碟陣列(RAID),其儲存一複雜場景 體的幾何形狀,該RAID係耦接至—個或多個應用或 伺服器且可經操作以在即時動畫時互動串流穿越中= 幾何形狀’該即時動畫係關於在該“ 批—> lu A多個伺服器上 ❹ 執订之-遊戲或應用,㈣晝被傳 訊之-使用者。 主使用串流互動視 ❹ 139840.doc200942305 VII. Patent Application Range: 1. A device comprising: one or more servers supporting a server center; and an independent redundant disk array (RAID) storing the geometry of a complex scene body Shape, the RAID is coupled to one or more applications or servers and can be manipulated to interact in a live animation while streaming through the geometry = the geometry of the instant animation is related to the "batch -> lu A Servers 执 之 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TW098122810A 2007-12-05 2008-12-04 Apparatus for streaming databases serving real-time applications used through streaming interactive video TW200942305A (en)

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TW098123940A TW201001177A (en) 2007-12-05 2008-12-04 Apparatus for recursive recombination of streaming interactive video
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