Multiple-stage crash reporting
    1.
    发明授权

    公开(公告)号:US10223238B1

    公开(公告)日:2019-03-05

    申请号:US15345749

    申请日:2016-11-08

    Abstract: Techniques for multiple-stage crash reporting are described herein. In particular, in some cases, a first stage may include reporting of crash metadata. Also, in some cases, a second stage may include reporting of crash artifact data, such as a crash dump file, error logs, server logs, client logs and/or other data. The crash artifact data may, in some examples, be provided after the crash metadata. By employing multiple stages for reporting of crash-related information, the time required to notify and provide at least some crash-related information to users may be reduced, without requiring the omission of any desired reporting information. Additionally, the use of multiple stages may help to ensure that a notification of the occurrence of the crash and associated metadata are consistently reported, even when crash artifact data uploads fail.

    Service-based prevention of stream sniping

    公开(公告)号:US10694252B1

    公开(公告)日:2020-06-23

    申请号:US15907053

    申请日:2018-02-27

    Abstract: Techniques for stream sniping prevention are disclosed herein. A video game player may provide captured video of the video game for transmission to viewers. In some examples, an obfuscation component may detect, within the captured video, private game information regarding the player, for example using one or more non-visual detection techniques. The private game information may then be obfuscated in the video that is provided to the viewers, while still allowing the private game information to be displayed to the player. Also, in some examples, a user may issue a request associated with a video game, such as a request to join a video game, game server, and/or match. It may then be determined whether the user is currently receiving video of the video game from the player. If so, then the user may be blocked from joining the same video game, game server, and/or match as the player.

    Measuring network transit time
    3.
    发明授权

    公开(公告)号:US10218595B1

    公开(公告)日:2019-02-26

    申请号:US14659062

    申请日:2015-03-16

    Abstract: Disclosed are various embodiments to determine network transit time for a packet. A request packet for determining a network transit time is received. A reply packet is transmitted to the requester in response to the request packet. A reply packet is transmitted to the requester. The reply packet includes information about a packet processing time. This packet processing time includes a time between the receiving of the request packet and the transmitting of the reply packet.

    STREAMING VIDEO GAME STATISTICS
    4.
    发明申请

    公开(公告)号:US20210362048A1

    公开(公告)日:2021-11-25

    申请号:US17198149

    申请日:2021-03-10

    Abstract: A video game client on a client device may, for example, be operated by a broadcasting game player, and the client device may capture video generated by a video game client and transmit (e.g., stream) the video to one or more spectators. The video game client may include a local server component, such as a hypertext transfer protocol (HTTP) server, which executes locally at the client device. The local server component may be employed to provide statistical information from the video game to a local client component, such as a web interface. The statistical information provided by the local server component may be included in one or more visual display items that are generated by the client device. The visual display items may be included in the video that is captured and transmitted by the client device, thereby potentially providing live streaming statistical information to spectators of the video game.

    Stream sniping prevention
    5.
    发明授权

    公开(公告)号:US10904223B1

    公开(公告)日:2021-01-26

    申请号:US15906992

    申请日:2018-02-27

    Abstract: Techniques for stream sniping prevention are disclosed herein. A video game player may provide captured video of the video game for transmission to viewers. In some examples, an obfuscation component may detect, within the captured video, private game information regarding the player, for example using one or more non-visual detection techniques. The private game information may then be obfuscated in the video that is provided to the viewers, while still allowing the private game information to be displayed to the player. Also, in some examples, a user may issue a request associated with a video game, such as a request to join a video game, game server, and/or match. It may then be determined whether the user is currently receiving video of the video game from the player. If so, then the user may be blocked from joining the same video game, game server, and/or match as the player.

    Streaming video game statistics
    6.
    发明授权

    公开(公告)号:US11878236B2

    公开(公告)日:2024-01-23

    申请号:US17198149

    申请日:2021-03-10

    Abstract: A video game client on a client device may, for example, be operated by a broadcasting game player, and the client device may capture video generated by a video game client and transmit (e.g., stream) the video to one or more spectators. The video game client may include a local server component, such as a hypertext transfer protocol (HTTP) server, which executes locally at the client device. The local server component may be employed to provide statistical information from the video game to a local client component, such as a web interface. The statistical information provided by the local server component may be included in one or more visual display items that are generated by the client device. The visual display items may be included in the video that is captured and transmitted by the client device, thereby potentially providing live streaming statistical information to spectators of the video game.

    Streaming video game statistics
    7.
    发明授权

    公开(公告)号:US10974140B1

    公开(公告)日:2021-04-13

    申请号:US15232930

    申请日:2016-08-10

    Abstract: A video game client on a client device may, for example, be operated by a broadcasting game player, and the client device may capture video generated by a video game client and transmit (e.g., stream) the video to one or more spectators. The video game client may include a local server component, such as a hypertext transfer protocol (HTTP) server, which executes locally at the client device. The local server component may be employed to provide statistical information from the video game to a local client component, such as a web interface. The statistical information provided by the local server component may be included in one or more visual display items that are generated by the client device. The visual display items may be included in the video that is captured and transmitted by the client device, thereby potentially providing live streaming statistical information to spectators of the video game.

    Embedding metadata in rendered content

    公开(公告)号:US10589172B1

    公开(公告)日:2020-03-17

    申请号:US15714705

    申请日:2017-09-25

    Abstract: Useful metadata can be embedded directly into dynamically rendered content in a way that is minimally perceptible to a viewer. Objects to be rendered for an application, such as backgrounds and gameplay elements for a gaming application, can have their appearance modified in order to embed specified metadata. The modifications can impact the color, patterns, configuration, or other aspects of the objects. The metadata can include any data useful for identifying a state, context, or configuration for the presentation of content, such as the state of a game at the time of rendering, as well as information about the player or device corresponding to a device-specific rendering of the content. A video segment including a representation of the rendered content can be analyzed to quickly identify and extract the metadata, which can help to quickly obtain the information needed to perform certain tasks, such as debugging or issue spotting.

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