GAMING SYSTEM AND METHOD
    5.
    发明申请

    公开(公告)号:US20250128166A1

    公开(公告)日:2025-04-24

    申请号:US18908908

    申请日:2024-10-08

    Abstract: A gaming system, comprising: generating circuitry configured to generate, for a current gaming session, a virtual environment comprising a plurality of portions, wherein the generating circuitry is configured to instantiate a subset of a total number of elements of a first video game within a first portion of the virtual environment; receiving circuitry configured to receive, from a user input device, input signals indicating a user's level of engagement during the user's interaction with the first portion; and determining circuitry comprising a determining model trained to determine a second video game based on the first portion and the received input signals; wherein the generating circuitry is configured to instantiate a subset of a total number of elements of the second video game within a second portion of the virtual environment.

    METHOD FOR CHURN DETECTION IN A SIMULATION

    公开(公告)号:US20250010207A1

    公开(公告)日:2025-01-09

    申请号:US18219607

    申请日:2023-07-07

    Abstract: Aspects of the present disclosure relate to detecting churn in video games. Gameplay data for a video game is collected. The collected data is then analyzed with a first trained neural network to identify a pattern associated with one or more patterns associated with a player stopping playing the video game. The one or more patterns are analyzed with a second trained neural network to associate the one or more identified patterns with one or more reasons for the player stopping playing the video game. The one or more reasons are presented to a game developer. A system for detecting player churn in video games and methods for training such a system are also disclosed.

    FOVEATED GEOMETRY TESSELLATION
    7.
    发明申请

    公开(公告)号:US20200320787A1

    公开(公告)日:2020-10-08

    申请号:US16908350

    申请日:2020-06-22

    Abstract: In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. A density of the vertices is adjusted for selected portions of the screen space, such that a lower density of vertices is present in selected portions of the screen space. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device.

    Graphics processing using dynamic resources

    公开(公告)号:US10255650B2

    公开(公告)日:2019-04-09

    申请号:US13902661

    申请日:2013-05-24

    Abstract: A system has a central processing unit (CPU) and a graphics processing unit (GPU) that includes one or more registers. The GPU can change a resource descriptor in one of the GPU's registers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

    Foveated geometry tessellation
    10.
    发明授权

    公开(公告)号:US11270506B2

    公开(公告)日:2022-03-08

    申请号:US16908350

    申请日:2020-06-22

    Abstract: In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. A density of the vertices is adjusted for selected portions of the screen space, such that a lower density of vertices is present in selected portions of the screen space. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device.

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