Note : Les descriptions sont présentées dans la langue officielle dans laquelle elles ont été soumises.
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System and Method for Compressing Video Based on
Detected Data Rate of a Communication Channel
RELATED APPLICATION
[0001] This application is a continuation-in-part (CIP) application of
Serial No. 10/315, 460 filed December 10, 2002 entitled, "APPARATUS AND
METHOD FOR WIRELESS VIDEO GAMING", which is assigned to the assignee
of the present CIP application.
TECHNICAL FIELD
[0002] The present disclosure relates generally to the field of data
processing systems that improve a users' ability to manipulate and access
audio and video media.
BACKGROUND
[0003] Recorded audio and motion picture media has been an
aspect of society since the days of Thomas Edison. At the start of the 20th
century there was wide distribution of recorded audio media (cylinders
and records) and motion picture media (nickelodeons and movies), but
both technologies were still in their infancy. In the late 1920s motion
pictures were combined with audio on a mass-market basis, followed by
color motion pictures with audio. Radio broadcasting gradually evolved
into a largely advertising-supported form of broadcast mass-market audio
media. When a television (TV) broadcast standard was established in the
mid-1940s, television joined radio as a form of broadcast mass-market
media bringing previously recorded or live motion pictures into the home.
[0004] By the middle of the 20th century, a large percentage of US
homes had phonograph record players for playing recorded audio media,
a radio to receive live broadcast audio, and a television set to play live
broadcast audio / video (A/V) media. Very often these 3 "media players"
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(record player, radio and TV) were combined into one cabinet sharing
common speakers that became the "media center" for the home. Although
the media choices were limited to the consumer, the media "ecosystem"
was quite stable. Most consumers knew how to use the "media players"
and were able to enjoy the full extent of their capabilities. At the same
time, the publishers of the media (largely the motion picture and
televisions studios, and the music companies) were able to distribute their
media both to theaters and to the home without suffering from widespread
piracy or "second sales", i.e., the resale of used media. Typically
publishers do not derive revenue from second sales, and as such, it
reduces revenue that publishers might otherwise derive from the buyer of
used media for new sales. Although there certainly were used records
sold during the middle of the 20th century, such sales did not have a large
impact on record publishers because, unlike a motion picture or video
program -- which is typically watched once or only a few times by an adult
-- a music track may be listened to hundreds or even thousands of times.
So, music media is far less "perishable" (i.e., it has lasting value to an
adult consumer) than motion picture/video media. Once a record was
purchased, if the consumer liked the music, the consumer was likely to
keep it a long time.
[0005] From the middle of the 20th century through the present day,
the media ecosystem has undergone a series of radical changes, both to
the benefit and the detriment of consumers and publishers. With the
widespread introduction of audio recorders, especially cassette tapes with
high-quality stereo sound, there certainly was a higher degree of
consumer convenience. But it also marked the beginning of what is now a
widespread practice with consumer media: piracy. Certainly, many
consumers used the cassette tapes for taping their own records purely for
convenience, but increasingly consumers (e.g., students in a dormitory
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with ready access to each others' record collections) would make pirated
copies. Also, consumers would tape music played over the radio rather
than buying a record or tape from the publisher.
[0006] The advent of the consumer VCR led to even more
consumer convenience, since now a VCR could be set to record a TV
show which could be watched at a later time, and it also led to the
creation of the video rental business, where movies as well as TV
programming could be accessed on an "on demand" basis. The rapid
development of mass-market home media devices since the mid-1980s
has led to an unprecedented level of choice and convenience for the
consumer, and also has led to a rapid expansion of the media publishing
market.
[0007] Today, consumers are faced with a plethora of media
choices as well as a plethora of media devices, many of which are tied to
particular forms of media or particular publishers. An avid consumer of
media may have a stack of devices connected to TVs and computers in
various rooms of the house, resulting in a "rat's nest" of cables to one or
more TV sets and/or personal computers (PCs) as well as a group of
remote controls. (In the context of the present application, the term
"personal computer" or "PC" refers to any sort of computer suitable for us
in the home or office, including a desktop, a Macintosh or other non-
Windows computers, Windows-compatible devices, Unix variations,
laptops, etc.) These devices may include a video game console, VCR,
DVD player, audio surround-sound processor/amplifier, satellite set-top
box, cable TV set-top box, etc. And, for an avid consumer, there may be
multiple similar-function devices because of compatibility issues. For
example, a consumer may own both a HD-DVD and a Blu-ray DVD
player, or both a Microsoft Xbox and a Sony Playstation video game
system. Indeed, because of incompatibility of some games across
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versions of game consoles, the consumer may own both an XBox and a
later version, such as an Xbox 360 . Frequently, consumers are
befuddled as to which video input and which remote to use. Even after a
disc is placed into the correct player (e.g., DVD, HD-DVD, Blu-ray, Xbox
or Playstation), the video and audio input is selected for that the device,
and the correct remote control is found, the consumer is still faced with
technical challenges. For example, in the case of a wide-screen DVD, the
user may need to first determine and then set the correct aspect ratio on
his TV or monitor screen (e.g., 4:3, Full, Zoom, Wide Zoom, Cinema
Wide, etc.). Similarly, the user may need to first determine and then set
the correct audio surround sound system format (e.g., AC-3, Dolby Digital,
DTS, etc.). Often times, the consumer is unaware that they may not be
enjoying the media content to the full capability of their television or audio
system (e.g., watching a movie squashed at the wrong aspect ratio, or
listening to audio in stereo rather than in surround sound).
[0008] 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. Likewise, devices
like the SlingboxTM entertainment player record video and stream it
through a home network or out through the Internet where it can be
watched remotely on a PC. And Internet Protocol Television (IPTV)
services offer cable TV-like services through 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 PCs running Windows XP Media Center Edition.
While each of these devices offers an element of convenience for the
functions that it performs, each lacks ubiquitous and simple access to
most media. Further, such devices frequently cost hundreds of dollars to
manufacture, often because of the need for expensive processing and/or
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local storage. Additionally, these modern consumer electronic devices
typically consume a great deal of power, even while idle, which means
they are expensive over time and wasteful of energy resources. For
example, a device may continue to operate if the consumer neglects to
turn it off or switches to a different video input. And, because none of the
devices is a complete solution, it must be integrated with the other stack
of devices in the home, which still leaves the user with a rat's nest of wires
and a sea of remote controls.
[0009] Furthermore, when many newer Internet-based devices do
work properly, they typically offer media in a more generic form than it
might otherwise be available. For example, devices that stream video
through the Internet often stream just the video material, not the
interactive "extras" that often accompany DVDs, like the "making of"
videos, games, or director's commentary. This is due to the fact that
frequently the interactive material is produced in a particular format
intended for a particular device that handles interactivity locally. For
example, each of DVD, HD-DVDs and Blu-ray discs have their own
particular interactive format. Any home media device or local computer
that might be developed to support all of the popular formats would
require a level of sophistication and flexibility that would likely make it
prohibitively expensive and complex for the consumer to operate.
[0010] Adding to the problem, if a new format were introduced later
in the future the local device may not have the hardware capability to
support the new format, which would mean that the consumer would have
to purchase an upgraded local media device. For example, if higher-
resolution video or stereoscopic video (e.g., one video stream for each
eye) were introduced at a later date, the local device may not have the
computational capability to decode the video, or it may not have the
hardware to output the video in the new format (e.g., assuming
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stereoscopy is achieved through 120fps video synchronized with
shuttered glasses, with 60fps delivered to each eye, if the consumer's
video hardware can only support 60fps video, this option would be
unavailable absent an upgraded hardware purchase).
[0011] The issue of media device obsolescence and complexity is a
serious problem when it comes to sophisticated interactive media,
especially video games.
[0012] Modern video game applications are largely divided into four
major non-portable hardware platforms: Sony PlayStation 1, 2 and 3
(PS1, PS2, and PS3); Microsoft Xbox and Xbox 360 ; and Nintendo
Gamecube and WiiTM; and PC-based games. Each of these platforms is
different than the others so that games written to run on one platform
usually do not run on another platform. There may also be compatibility
problems from one generation of device to the next. Even though the
majority of software game developers create software games that are
designed independent of a particular platform, in order to run a particular
game on a specific platform a proprietary layer of software (frequently
called a "game development engine") is needed to adapt the game for use
on a specific platform. Each platform is sold to the consumer as a
"console" (i.e., a standalone box attached to a TV or monitor/speakers) or
it is a PC itself. Typically, the video games are sold on optical media such
as a Blu-ray DVD, DVD-ROM or CD-ROM, which contains the video game
embodied as a sophisticated real-time software application. As home
broadband speeds have increased, video games are becoming
increasingly available for download.
[0013] The specificity requirements to achieve platform-
compatibility with video game software is extremely exacting due to the
real-time nature and high computational requirements of advanced video
games. For example, one might expect full game compatibility from one
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generation to the next of video games (e.g., from XBox to XBox 360, or
from Playstation 2 ("PS2") to Playstation 3 ("PS3"), just as there is general
compatibility of productivity applications (e.g., Microsoft Word) from one
PC to another with a faster processing unit or core. However, this is not
the case with video games. Because the video game manufacturers
typically are seeking the highest possible performance for a given price
point when a video game generation is released, dramatic architectural
changes to the system are frequently made such that many games written
for the prior generation system do not work on the later generation
system. For example, XBox was based upon the x86-family of processors,
whereas XBox 360 was based upon a PowerPC-family.
[0014] Techniques can be utilized to emulate a prior architecture,
but given that video games are real-time applications, it is often unfeasible
to achieve the exact same behavior in an emulation. This is a detriment to
the consumer, the video game console manufacturer and the video game
software publisher. For the consumer, it means the necessity of keeping
both an old and new generation of video game consoles hooked up to the
TV to be able to play all games. For the console manufacturer it means
cost associated with emulation and slower adoption of new consoles. And
for the publisher it means that multiple versions of new games may have
to be released in order to reach all potential consumers -- not only
releasing a version for each brand of video game (e.g., XBox,
Playstation), but often a version for each version of a given brand (e.g.,
PS2 and PS3). For example, a separate version of Electronic Arts'
"Madden NFL 08" was developed for XBox, XBox 360, PS2, PS3,
Gamecube, Wii, and PC, among other platforms.
[0015] Portable devices, such as cellular ("cell") phones and
portable media players also present challenges to game developers.
Increasingly such devices are connected to wireless data networks and
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are able to download video games. But, there are a wide variety of cell
phones and media devices in the market, with a wide range of different
display resolutions and computing capabilities. Also, because such
devices typically have power consumption, cost and weight constraints,
they typically lack advanced graphics acceleration hardware like a
Graphics Processing Unit ("GPU"), such as devices made by NVIDIA of
Santa Clara, CA. Consequently, game software developers typically
develop a given game title simultaneously for many different types of
portable devices. A user may find that a given game title is not available
for his particular cell phone or portable media player.
[0016] In the case of home game consoles, hardware platform
manufacturers typically charge a royalty to the software game developers
for the ability to publish a game on their platform. Cell phone wireless
carriers also typically charge a royalty to the game publisher to download
a game into the cell phone. In the case of PC games, there is no royalty
paid to publish games, but game developers typically face high costs due
to the higher customer service burden to support the wide range of PC
configurations and installation issues that may arise. Also, PCs typically
present less barriers to the piracy of game software since they are readily
reprogrammable by a technically-knowledgeable user and games can be
more easily pirated and more easily distributed (e.g., through the Internet).
Thus, for a software game developer, there are costs and disadvantages
in publishing on game consoles, cell phones and PCs.
[0017] For game publishers of console and PC software, costs do
not end there. To distribute games through retail channels, publishers
charge a wholesale price below the selling price for the retailer to have a
profit margin. The publisher also typically has to pay the cost of
manufacturing and distributing the physical media holding the game. The
publisher is also frequently charged a "price protection fee" by the retailer
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to cover possible contingencies such as where the game does not sell, or
if the game's price is reduced, or if the retailer must refund part or all of
the wholesale price and/or take the game back from a buyer. Additionally,
retailers also typically charge fees to publishers to help market the games
in advertising flyers. Furthermore, retailers are increasingly buying back
games from users who have finished playing them, and then sell them as
used games, typically sharing none of the used game revenue with the
game publisher. Adding to the cost burden placed upon game publishers
is the fact that games are often pirated and distributed through the
Internet for users to download and make free copies.
[0018] As Internet broadband speeds have been increasing and
broadband connectivity has become more widespread in the US and
worldwide, particularly to the home and to Internet "cafes" where Internet-
connected PCs are rented, games are increasingly being distributed via
downloads to PCs or consoles. Also, broadband connections are
increasingly used for playing multiplayer and massively multiplayer online
games (both of which are referred to in the present disclosure by the
acronym "MMOG"). These changes mitigate some of the costs and issues
associated with retail distribution. Downloading online games addresses
some of the disadvantages to game publishers in that distribution costs
typically are less and there are little or no costs from unsold media. But
downloaded games are still subject to piracy, and because of their size
(often many gigabytes in size) they can take a very long time to download.
In addition, multiple games can fill up small disk drives, such as those sold
with portable computers or with video game consoles. However, to the
extent games or MMOGs require an online connection for the game to be
playable, the piracy problem is mitigated since the user is usually required
to have a valid user account. Unlike linear media (e.g., video and music)
which can be copied by a camera shooting video of the display screen or
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a microphone recording audio from the speakers, each video game
experience is unique, and can not be copied using simple video/audio
recording. Thus, even in regions where copyright laws are not strongly
enforced and piracy is rampant, MMOGs can be shielded from piracy and
therefore a business can be supported. For example, Vivendi SA's "World
of Warcraft" MMOG has been successfully deployed without suffering
from piracy throughout the world. And many online or MMOG games,
such as Linden Lab's "Second Life" MMOG generate revenue for the
games' operators through economic models built into the games where
assets can be bought, sold, and even created using online tools. Thus,
mechanisms in addition to conventional game software purchases or
subscriptions can be used to pay for the use of online games.
[0019] While piracy can be often mitigated due to the nature of
online or MMOGs, online game operator still face remaining challenges.
Many games require substantial local (i.e., in-home) processing resources
for online or MMOGs to work properly. If a user has a low performance
local computer (e.g., one without a GPU, such as a low-end laptop), he
may not be able to play the game. Additionally, as game consoles age,
they fall further behind the state-of-the-art and may not be able to handle
more advanced games. Even assuming the user's local PC is able to
handle the computational requirements of a game, there are often
installation complexities. There may be driver incompatibilities (e.g., if a
new game is downloaded, it may install a new version of a graphics driver
that renders a previously-installed game, reliant upon an old version of the
graphics driver, inoperable). A console may run out of local disk space as
more games are downloaded. Complex games typically receive
downloaded patches over time from the game developer as bugs are
found and fixed, or if modifications are made to the game (e.g., if the
game developer finds that a level of the game is too hard or too easy to
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play). These patches require new downloads. But sometimes not all users
complete downloading of all the patches. Other times, the downloaded
patches introduce other compatibility or disk space consumption issues.
[0020] Also, during game play, large data downloads may be
required to provide graphics or behavioral information to the local PC or
console. For example, if the user enters a room in a MMOG and
encounters a scene or a character made up of graphics data or with
behaviors that are not available on the user's local machine, then that
scene or character's data must be downloaded. This may result in a
substantial delay during game play if the Internet connection is not fast
enough. And, if the encountered scene or character requires storage
space or computational capability beyond that of the local PC or console,
it can create a situation where the user can not proceed in the game, or
must continue with reduced-quality graphics. Thus, online or MMOG
games often limit their storage and/or computational complexity
requirements. Additionally, they often limit the amount of data transfers
during the game. Online or MMOG games may also narrow the market of
users that can play the games.
[0021] Furthermore, technically-knowledgeable users are
increasingly reverse-engineering local copies of games and modifying the
games so that they can cheat. The cheats maybe as simple as making a
button press repeat faster than is humanly possible (e.g., so as to shoot a
gun very rapidly). In games that support in-game asset transactions the
cheating can reach a level of sophistication that results in fraudulent
transactions involving assets of actual economic value. When an online or
MMOGs economic model is based on such asset transactions, this can
result in substantial detrimental consequences to the game operators.
[0022] The cost of developing a new game has grown as PCs and
consoles are able to produce increasingly sophisticated games (e.g., with
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more realistic graphics, such as real-time ray-tracing, and more realistic
behaviors, such as real-time physics simulation). In the early days of the
video game industry, video game development was a very similar process
to application software development; that is, most of the development cost
was in the development of the software, as opposed to the development
of the graphical, audio, and behavioral elements or "assets", such as
those that may be developed for a motion picture with extensive special
effects. Today, many sophisticated video game development efforts more
closely resemble special effects-rich motion picture development than
software development. For instance, many video games provide
simulations of 3-D worlds, and generate increasingly photorealistic (i.e.,
computer graphics that seem as realistic as live action imagery shot
photographically) characters, props, and environments. One of the most
challenging aspects of photorealistic game development is creating a
computer-generated human face that is indistinguishable from a live
action human face. Facial capture technologies such ContourTM Reality
Capture developed by Mova of San Francisco, CA captures and tracks
the precise geometry of a performer's face at high resolution while it is in
motion. This technology allows a 3D face to be rendered on a PC or game
console that is virtually indistinguishable from a captured live action face.
Capturing and rendering a "photoreal" human face precisely is useful in
several respects. First, highly recognizable celebrities or athletes are often
used in video games (often hired at a high cost), and imperfections may
be apparent to the user, making the viewing experience distracting or
unpleasant. Frequently, a high degree of detail is required to achieve a
high degree of photorealism -- requiring the rendering of a large number
of polygons and high-resolution textures, potentially with the polygons
and/or textures changing on a frame-by-frame basis as the face moves.
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[0023] When high polygon-count scenes with detailed textures
change rapidly, the PC or game console supporting the game may not
have sufficient RAM to store enough polygon and texture data for the
required number of animation frames generated in the game segment.
Further, the single optical drive or single disk drive typically available on
a
PC or game console is usually much slower than the RAM, and typically
can not keep up with the maximum data rate that the GPU can accept in
rendering polygons and textures. Current games typically load most of the
polygons and textures into RAM, which means that a given scene is
largely limited in complexity and duration by the capacity of the RAM. In
the case of facial animation, for example, this may limit a PC or a game
console to either a low resolution face that is not photoreal, or to a
photoreal face that can only be animated for a limited number of frames,
before the game pauses, and loads polygons and textures (and other
data) for more frames.
[0024] Watching a progress bar move slowly across the screen as
a PC or console displays a message similar to "Loading..." is accepted as
an inherent drawback by today's users of complex video games. The
delay while the next scene loads from the disk ("disk" herein, unless
otherwise qualified, refers to non-volatile optical or magnetic media, as
well non-disk media such as semiconductor "Flash" memory) can take
several seconds or even several minutes. This is a waste of time and can
be quite frustrating to a game player. As previously discussed, much or all
of the delay may be due to the load time for polygon, textures or other
data from a disk, but it also may be the case that part of the load time is
spent while the processor and/or GPU in the PC or console prepares data
for the scene. For example, a soccer video game may allow the players to
choose among a large number of players, teams, stadiums and weather
conditions. So, depending on what particular combination is chosen,
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different polygons, textures and other data (collectively "objects") may be
required for the scene (e.g., different teams have different colors and
patterns on their uniforms). It may be possible to enumerate many or all of
the various permutations and pre-compute many or all of the objects in
advance and store the objects on the disk used to store the game. But, if
the number of permutations is large, the amount of storage required for all
of the objects may be too large to fit on the disk (or too impractical to
download). Thus, existing PC and console systems are typically
constrained in both the complexity and play duration of given scenes and
suffer from long load times for complex scenes.
[0025] Another significant limitation with prior art video game
systems and application software systems is that they are increasingly
using large databases, e.g., of 3D objects such as polygons and textures,
that need to be loaded into the PC or game console for processing. As
discussed above, such databases can take a long time to load when
stored locally on a disk. Load time, however, is usually far more severe if
the database is stored a remote location and is accessed through the
Internet. In such a situation it may take minutes, hours, or even days to
download a large database. Further, such databases are often created a
great expense (e.g., a 3D model of a detailed tall-masted sailing ship for
use in a game, movie, or historical documentary) and are intended for
sale to the local end-user. However, the database is at risk of being
pirated once it has been downloaded to the local user. In many cases, a
user wants to download a database simply for the sake of evaluating it to
see if it suits the user's needs (e.g., if a 3D costume for a game character
has a satisfactory appearance or look when the user performs a particular
move). A long load time can be a deterrent for the user evaluating the 3D
database before deciding to make a purchase.
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[0026] Similar issues occur in MMOGs, particularly as games that
allow users to utilize increasingly customized characters. For a PC or
game console to display a character it needs to have access to the
database of 3D geometry (polygons, textures, etc.) as well as behaviors
(e.g., if the character has a shield, whether the shield is strong enough to
deflect a spear or not) for that character. Typically, when a MMOG is first
played by a user, a large number of databases for characters are already
available with the initial copy of the game, which is available locally on the
game's optical disk or downloaded to a disk. But, as the game
progresses, if the user encounters a character or object whose database
is not available locally (e.g., if another user has created a customized
character), before that character or object can be displayed, its database
must be downloaded. This can result in a substantial delay of the game.
[0027] Given the sophistication and complexity of video games,
another challenge for video game developers and publishers with prior art
video game consoles, is that it frequently takes 2 to 3 years to develop a
video game at a cost of tens of millions of dollars. Given that new video
game console platforms are introduced at a rate of roughly once every
five years, game developers need to start development work on those
games years in advance of the release of the new game console in order
to have video games available concurrently when the new platform is
released. Several consoles from competing manufactures are sometimes
released around the same time (e.g., within a year or two of each other),
but what remains to be seen is the popularity of each console, e.g., which
console will produce the largest video game software sales. For example,
in a recent console cycle, the Microsoft XBox 360, the Sony Playstation 3,
and the Nintendo Wii were scheduled to be introduced around the same
general timeframe. But years before the introductions the game
developers essentially had to "place their bets" on which console
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platforms would be more successful than others, and devote their
development resources accordingly. Motion picture production companies
also have to apportion their limited production resources based on what
they estimate to be the likely success of a movie well in advance of the
release of the movie. Given the growing level of investment required for
video games, game production is increasingly becoming like motion
picture production, and game production companies routinely devote their
production resources based on their estimate of the future success of a
particular video game. But, unlike they motion picture companies, this bet
is not simply based on the success of the production itself; rather, it is
predicated on the success of the game console the game is intended to
run on. Releasing the game on multiple consoles at once may mitigate the
risk, but this additional effort increases cost, and frequently delays the
actual release of the game.
[0028] Application software and user environments on PCs are
becoming more computationally intensive, dynamic and interactive, not
only to make them more visually appealing to users, but also to make
them more useful and intuitive. For example, both the new Windows
Vista TM operating system and successive versions of the Macintosh
operating system incorporate visual animation effects. Advanced graphics
tools such as Maya TM from Autodesk, Inc., provide very sophisticated 3D
rendering and animation capability which push the limits of state-of-the-art
CPUs and GPUs. However, the computational requirements of these new
tools create a number of practical issues for users and software
developers of such products.
[0029] Since the visual display of an operating system (OS) must
work on a wide range of classes of computers -- including prior-generation
computers no longer sold, but still upgradeable with the new OS - the OS
graphical requirements are limited to a large degree by a least common
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denominator of computers that the OS is targeted for, which typically
includes computers that do not include a GPU. This severely limits the
graphics capability of the OS. Furthermore, battery-powered portably
computers (e.g., laptops) limit the visual display capability since high
computational activity in a CPU or GPU typically results in higher power
consumption and shorter battery life. Portable computers typically include
software that automatically lowers processor activity to reduce power
consumption when the processor is not utilized. In some computer models
the user may lower processor activity manually. For example, Sony's
VGN-SZ280P laptop contains a switch labeled "Stamina" on one side (for
low performance, more battery life) and "Speed" on the other (for high
performance, less battery life). An OS running on a portable computer
must be able to function usably even in the event the computer is running
at a fraction of its peak performance capability. Thus, OS graphics
performance often remains far below the state-of-the-art available
computational capability.
[0030] High-end computationally-intense applications like Maya are
frequently sold with the expectation that they will be used on high-
performance PCs. This typically establishes a much higher performance,
and more expensive and less portable, least common denominator
requirement. As a consequence, such applications have a much more
limited target audience than a general purpose OS (or general purpose
productivity application, like Microsoft Office) and typically sell in much
lower volume than general purpose OS software or general purpose
application software. The potential audience is further limited because
often times it is difficult for a prospective user to try out such
computationally-intense applications in advance. For example, suppose a
student wants to learn how to use Maya or a potential buyer already
knowledgeable about such applications wants to try out Maya before
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making the investment in the purchase (which may well involve also
buying a high-end computer capable of running Maya). While either the
student or the potential buyer could download, or get a physical media
copy of, a demo version of Maya, if they lack a computer capable of
running Maya to its full potential (e.g., handling a complex 3D scene), then
they will be unable to make an fully-informed assessment of the product.
This substantially limits the audience for such high-end applications. It
also contributes to a high selling price since the development cost is
usually amortized across a much smaller number of purchases than those
of a general-purpose application.
[0031] High-priced applications also create more incentive for
individuals and businesses to use pirated copies of the application
software. As a result, high-end application software suffers from rampant
piracy, despite significant efforts by publishers of such software to mitigate
such piracy through various techniques. Still, even when using pirated
high-end applications, users cannot obviate the need to invest in
expensive state-of-the-art PCs to run the pirated copies. So, while they
may obtain use of a software application for a fraction of its actual retail
price, users of pirated software are still required to purchase or obtain an
expensive PC in order to fully utilize the application.
[0032] The same is true for users of high-performance pirated video
games. Although pirates may get the games at fraction of their actual
price, they are still required to purchase expensive computing hardware
(e.g., a GPU-enhanced PC, or a high-end video game console like the
XBox 360) needed to properly play the game. Given that video games are
typically a pastime for consumers, the additional cost for a high-end video
game system can be prohibitive. This situation is worse in countries (e.g.,
China) where the average annual income of workers currently is quite low
relative to that of the United States. As a result, a much smaller
is
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percentage of the population owns a high-end video game system or a
high-end PC. In such countries, "Internet cafes", in which users pay a fee
to use a computer connected to the Internet, are quite common.
Frequently, such Internet cafes have older model or low-end PCs without
high performance features, such as a GPU, which might otherwise enable
players to play computationally-intensive video games. This is a key factor
in the success of games that run on low-end PCs, such as Vivendi's
"World of Warcraft" which is highly successful in China, and is commonly
played in Internet cafes there. In contrast, a computationally-intensive
game, like "Second Life" is much less likely to be playable on a PC
installed in a Chinese Internet cafe. Such games are virtually inaccessible
to users who only have access to low-performance PCs in Internet cafes.
[0033] Barriers also exist for users who are considering purchasing
a video game and would first like to try out a demonstration version of the
game by downloading the demo through the Internet to their home. A
video game demo is often a full-fledged version of the game with some
features disabled, or with limits placed on the amount of game play. This
may involve a long process (perhaps hours) of downloading gigabytes of
data before the game can be installed and executed on either a PC or a
console. In the case of a PC, it may also involve figuring out what special
drivers are needed (e.g., DirectX or OpenGL drivers) for the game,
downloading the correct version, installing them, and then determining
whether the PC is capable of playing the game. This latter step may
involve determining whether the PC has enough processing (CPU and
GPU) capability, sufficient RAM, and a compatible OS (e.g., some games
run on Windows XP, but not Vista). Thus, after a long process of
attempting to run a video game demo, the user may well find out that the
video game demo can't be possibly played, given the user's PC
configuration. Worse, once the user has downloaded new drivers in order
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to try the demo, these driver versions may be incompatible with other
games or applications the user uses regularly on the PC, thus the
installation of a demo may render previously operable games or
applications inoperable. Not only are these barriers frustrating for the
user, but they create barriers for video game software publishers and
video game developers to market their games.
[0034] Another problem that results in economic inefficiency has to
do with the fact that given PC or game console is usually designed to
accommodate a certain level of performance requirement for applications
and/or games. For example, some PCs have more or less RAM, slower or
faster CPUs, and slower or faster GPUs, if they have a GPUs at all. Some
games or applications make take advantage of the full computing power
of a given PC or console, while many games or applications do not. If a
user's choice of game or application falls short of the peak performance
capabilities of the local PC or console, then the user may have wasted
money on the PC or console for unutilized features. In the case of a
console, the console manufacturer may have paid more than was
necessary to subsidize the console cost.
[0035] Another problem that exists in the marketing and enjoyment
of video games involves allowing a user to watch others playing games
before the user commits to the purchase of that game. Several prior art
approaches exist for the recording of video games for replay at a later
time. For example, U.S. Patent No. 5,558,339 teaches recording game
state information, including game controller actions, during "gameplay" in
the video game client computer (owned by the same or different user).
This state information can be used at a later time to replay some or all of
the game action on a video game client computer (e.g., PC or console). A
significant drawback to this approach is that for a user to view the
recorded game, the user must possess a video game client computer
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capable of playing the game and must have the video game application
running on that computer, such that the gameplay is identical when the
recorded game state is replayed. Beyond that, the video game application
has to be written in such a way that there is no possible execution
difference between the recorded game and the played back game.
[0036] For example, game graphics are generally computed on a
frame-by-frame basis. For many games, the game logic sometimes may
take shorter or longer than one frame time to compute the graphics
displayed for the next frame, depending on whether the scene is
particularly complex, or if there are other delays that slow down execution
(e.g., on a PC, another process may be running that takes away CPU
cycles from the game applications). In such a game, a "threshold" frame
that is computed in slightly less than one frame time (say a few CPU clock
cycles less) can eventually occur. When that same scene is computed
again using the exact same game state information, it could easily take a
few CPU clock cycles more than one frame time (e.g., if an internal CPU
bus is slightly out of phase with the an external DRAM bus and it
introduces a few CPU cycle times of delay, even if there is no large delay
from another process taking away milliseconds of CPU time from game
processing). Therefore, when the game is played back the frame gets
calculated in two frame times rather than a single frame time. Some
behaviors are based on how often the game calculates a new frame (e.g.,
when the game samples the input from the game controllers). While the
game is played, this discrepancy in the time reference for different
behaviors does not impact game play, but it can result in the played-back
game producing a different result. For example, if a basketball's ballistics
are calculated at a steady 60 fps rate, but the game controller input is
sampled based on rate of computed frames, the rate of computed frames
may be 53 fps when the game was recorded, but 52 fps when the game is
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replayed, which can make the difference between whether the basketball
is blocked from going into the basket or not, resulting in a different
outcome. Thus, using game state to record video games requires very
careful game software design to ensure that the replay, using the same
game state information, produces the exact same outcome.
[0037] Another prior art approach for recording video game is to
simply record 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 then
can be rewound and replayed, or alternatively, the recorded video
uploaded to the Internet, typically after being compressed. A disadvantage
to this approach is that when a 3D game sequence is played back, the
user is limited to viewing the sequence from only the point of view from
which the sequence was recorded. In other words, the user cannot
change the point of view of the scene.
[0038] Further, when compressed video of a recorded game
sequence played on a home PC or game console is made available to
other users through the Internet, even if the video is compressed in real-
time, it may be impossible to upload the compressed video in real-time to
the Internet. The reason why is because many homes in the world that are
connected to the Internet have highly asymmetric broadband connections
(e.g., DSL and cable modem typically have far higher downstream
bandwidth than upstream bandwidth). Compressed high resolution video
sequences often have higher bandwidths than the upstream bandwidth
capacity of the network, making them impossible to upload in real-time.
Thus, there would be a significant delay after the game sequence is
played (perhaps minutes or even hours) before another user on the
Internet would be able to view the game. Although this delay is tolerable in
certain situations (e.g., to watch a game player's accomplishments that
occurred at a prior time), it eliminates the ability to watch a game live
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(e.g., a basketball tournament, played by champion players) or with
"instant replay" capability as the game is played live.
[0039] Another prior art approach allows a viewer with a television
receiver to watch video games live, but only under the control of the
television production crew. Some television channels, in both the US and
in other countries provide video game viewing channels, where the
television viewing audience is able to watch certain video game users
(e.g., top-rated players playing in tournaments) on video game channels.
This is accomplished by having the video output of the video game
systems (PCs and/or consoles) fed into the video distribution and
processing equipment for the television channel. This is not unlike when
the television channel is broadcasting a live basketball game in which
several cameras provide live feeds from different angles around the
basketball court. The television channel then is able to make use of their
video/audio processing and effects equipment to manipulate the output
from the various video game systems. For example, the television channel
can overlay text on top of the video from a video game that indicates the
status of different players (just as they might overlay text during a live
basketball game), and the television channel can overdub audio from a
commentator who can discuss the action occurring during the games.
Additionally, the video game output can be combined with cameras
recording video of the actual players of the games (e.g., showing their
emotional response to the game).
[0040] One problem with this approach is that such live video feeds
must be available to the television channel's video distribution and
processing equipment in real-time in order for it to have the excitement of
a live broadcast. As previously discussed, however, this is often
impossible when the video game system is running from the home,
especially if part of the broadcast includes live video from a camera that is
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capturing real-world video of the game player. Further, in a tournament
situation, there is a concern that an in-home gamer may modify the game
and cheat, as previously described. For these reasons, such video game
broadcasts on television channels are often arranged with players and
video game systems aggregated at a common location (e.g., at a
television studio or in an arena) where the television production
equipment can accept video feeds from multiple video game systems and
potentially live cameras.
[0041] Although such prior art video game television channels can
provide a very exciting presentation to the television viewing audience that
is an experience akin to a live sporting event, e.g., with the video game
players presented as "athletes", both in terms of their actions in the video
game world, and in terms of their actions in the real world, these video
game systems are often limited to situations where players are in close
physical proximity to one another. And, since television channels are
broadcasted, each broadcasted channel can only show one video stream,
which is selected by the television channel's production crew. Because of
these limitations and the high cost of broadcast time, production
equipment and production crews, such television channels typically only
show top-rated players playing in top tournaments.
[0042] Additionally, a given television channel broadcasting a full-
screen image of a video game to the entire television viewing audience
shows only one video game at a time. This severely limits a television
viewer's choices. For example, a television viewer may not be interested
in the game(s) shown at a given time. Another viewer may only be
interested in watching the game play of a particular player that is not
featured by the television channel at a given time. In other cases, a viewer
may only be interested in watching a how an expert player handles a
particular level in a game. Still other viewers may wish to control the
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viewpoint that a video game is seen from, which is different from that
chosen by the production team, etc. In short, a television viewer may have
a myriad of preferences in watching video games that are not
accommodated by the particular broadcast of a television network, even if
several different television channels are available. For all of the
aforementioned reasons, prior art video game television channels have
significant limitations in presenting video games to television viewers.
[0043] Another drawback of prior art video games systems and
application software systems is that they are complex, and commonly
suffer from errors, crashes and/or unintended and undesired behaviors
(collectively, "bugs"). Although games and applications typically go
through a debugging and tuning process (frequently called "Software
Quality Assurance" or SQA) before release, almost invariably once the
game or application is released to a wide audience in the field bugs crop
up. Unfortunately, it is difficult for the software developer to identify and
track down many of the bugs after release. It can be difficult for software
developers to become aware of bugs. Even when they learn about a bug,
there may only be a limited amount of information available to them to
identify what caused the bug. For example, a user may call up a game
developer's customer service line and leave a message stating that when
playing the game, the screen started to flash, then changed to a solid blue
color and the PC froze. That provides the SQA team with very little
information useful in tracking down a bug. Some games or applications
that are connected online can sometimes provide more information in
certain cases. For example, a "watchdog" process can sometimes be
used to monitor the game or application for "crashes". The watchdog
process can gather statistics about the status of the game or applications
process (e.g., the status of the stack, of the memory usage, how far the
game or applications has progressed, etc.) when it crashes and then
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upload that information to the SQA team via the Internet. But in a complex
game or application, such information can take a very long time to
decipher in order to accurately determine what the user was doing at the
time of the crash. Even then, it may be impossible to determine what
sequence of events led to the crash.
[0044] Yet another problem associated with PCs and game
consoles is that they are subject to service issues which greatly
inconvenience the consumer. Service issues also impact the
manufacturer of the PC or game console since they typically are required
to send a special box to safely ship the broken PC or console, and then
incur the cost of repair if the PC or console is in warranty. The game or
application software publisher can also be impacted by the loss of sales
(or online service use) by PCs and/or consoles being in a state of repair.
[0045] Figure 1 illustrates a prior art video gaming system such as
a Sony Playstation 3, Microsoft Xbox 360 , Nintendo WiiTM, Windows-
based personal computer or Apple Macintosh. Each of these systems
includes a central processing unit (CPU) for executing program code,
typically a graphical processing unit (GPU) for performing advanced
graphical operations, and multiple forms of input/output (I/O) for
communicating with external devices and users. For simplicity, these
components are shown combined together as a single unit 100. The prior
art video gaming system of Figure 1 also is shown including an optical
media drive 104 (e.g., a DVD-ROM drive); a hard drive 103 for storing
video game program code and data; a network connection 105 for playing
multi-player games, for downloading games, patches, demos or other
media; a random access memory (RAM) 101 for storing program code
currently being executed by the CPU/GPU 100; a game controller 106 for
receiving input commands from the user during gameplay; and a display
device 102 (e.g., a SDTV/HDTV or a computer monitor).
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[0046] The prior art system shown in Figure 1 suffers from several
limitations. First, optical drives 104 and hard drives 103 tend to have
much slower access speeds as compared to that of RAM 101. When
working directly through RAM 101, the CPU/GPU 100 can, in practice,
process far more polygons per second than is possible when the program
code and data is read directly off of hard drive 103 or optical drive 104
due to the fact that RAM 101 generally has much higher bandwidth and
does not suffer from the relatively long seek delays of disc mechanisms.
But only a limited amount of RAM is provided in these prior art systems
(e.g., 256-512Mbytes). Therefore, a "Loading..." sequence in which RAM
101 is periodically filled up with the data for the next scene of the video
game is often required.
[0047] Some systems attempt to overlap the loading of the program
code concurrently with the gameplay, but this can only be done when
there is a known sequence of events (e.g., if a car is driving down a road,
the geometry for the approaching buildings on the roadside can be loaded
while the car is driving). For complex and/or rapid scene changes, this
type of overlapping usually does not work. For example, in the case where
the user is in the midst of a battle and RAM 101 is completely filled with
data representing the objects within view at that moment, if the user
moves the view rapidly to the left to view objects that are not presently
loaded in RAM 101, a discontinuity in the action will result since there not
be enough time to load the new objects from Hard Drive 103 or Optical
Media 104 into RAM 101.
[0048] Another problem with the system of Figure 1 arises due to
limitations in the storage capacity of hard drives 103 and optical media
104. Although disk storage devices can be manufactured with a relatively
large storage capacity (e.g., 50 gigabytes or more), they still do not
provide enough storage capacity for certain scenarios encountered in
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current video games. For example, as previously mentioned, a soccer
video game might allow the user to choose among dozens of teams,
players and stadiums throughout the world. For each team, each player
and each stadium a large number of texture maps and environment maps
are needed to characterize the 3D surfaces in the world (e.g., each team
has a unique jersey, with each requiring a unique texture map).
[0049] One technique used to address this latter problem is for the
game to pre-compute texture and environment maps once they are
selected by the user. This may involve a number of computationally-
intensive processes, including decompressing images, 3D mapping,
shading, organizing data structures, etc. As a result, there may be a delay
for the user while the video game is performing these calculations. On
way to reduce this delay, in principle, is to perform all of these
computations - including every permutation of team, player roster, and
stadium - when the game was originally developed. The released version
of the game would then include all of this pre-processed data stored on
optical media 104, or on one or more servers on the Internet with just the
selected pre-processed data for a given team, player roster, stadium
selection downloaded through the Internet to hard drive 103 when the
user makes a selection. As a practical matter, however, such pre-loaded
data of every permutation possible in game play could easily be terabytes
of data, which is far in excess of the capacity of today's optical media
devices. Furthermore, the data for a given team, player roster, stadium
selection could easily be hundreds of megabytes of data or more. With a
home network connection of, say, 10Mbps, it would take longer to
download this data through network connection 105 than it would to
compute the data locally.
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[0050] Thus, the prior art game architecture shown in Figure 1
subjects the user to significant delays between major scene transitions of
complex games.
[0051] Another problem with prior art approaches such as that
shown in Figure 1 is that over the years video games tend to become
more advanced and require more CPU/GPU processing power. Thus,
even assuming an unlimited amount of RAM, video games hardware
requirements go beyond the peak level of processing power available in
these systems. As a result, users are required to upgrade gaming
hardware every few years to keep pace (or play newer games at lower
quality levels). One consequence of the trend to ever more advanced
video games is that video game playing machines for home use are
typically economically inefficient because their cost is usually determined
by the requirements of the highest performance game they can support.
For example, an XBox 360 might be used to play a game like "Gears of
War", which demands a high performance CPU, GPU, and hundreds of
megabytes of RAM, or the XBox 360 might be used to play Pac Man, a
game from the 1970s that requires only kilobytes of RAM and a very low
performance CPU. Indeed, an XBox 360 has enough computing power to
host many simultaneous Pac Man games at once.
[0052] Video games machines are typically turned off for most of
the hours of a week. According to a July 2006 Nielsen Entertainment
study of active gamers 13 years and older, on average, active gamers
spend fourteen hours/week playing console video games, or just 12% of
the total hours in a week. This means that the average video game
console is idle 88% of the time, which is an inefficient use of an expensive
resource. This is particularly significant given that video game consoles
are often subsidized by the manufacturer to bring down the purchase
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price (with the expectation that the subsidy will be earned back by
royalties from future video game software purchases).
[0053] Video game consoles also incur costs associated with
almost any consumer electronic device. For instance, the electronics and
mechanisms of the systems need to be housed in an enclosure. The
manufacturer needs to offer a service warranty. The retailer who sells the
system needs to collect a margin on either the sale of the system and/or
on the sale of video game software. All of these factors add to the cost of
the video game console, which must either be subsidized by the
manufacturer, passed along to the consumer, or both.
[0054] In addition, piracy is a major problem for the video game
industry. The security mechanisms utilized on virtually every major video
gaming system have been "cracked" over the years, resulting in
unauthorized copying of video games. For example, the Xbox 360
security system was cracked in July 2006 and users are now able to
download illegal copies online. Games that are downloadable (e.g.,
games for the PC or the Mac) are particularly vulnerable to piracy. In
certain regions of the world where piracy is weakly policed there is
essentially no viable market for standalone video game software because
users can buy pirated copies as readily as legal copies for a tiny fraction
of the cost. Also, in many parts of the world the cost of a game console is
such a high percentage of income that even if piracy were controlled, few
people could afford a state-of-the-art gaming system.
[0055] In addition, the used game market reduces revenue for the
video game industry. When a user has become tired of a game, they can
sell the game to a store which will resell the game to other users. This
unauthorized but common practice significantly reduces revenues of
game publishers. Similarly, a reduction in sales on the order of 50%
commonly occurs when there is a platform transition every few years.
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This is because users stop buying games for the older platforms when
they know that the newer version platform is about to be released (e.g.,
when Playstation 3 is about to be released, users stop buying Playstation
2 games). Combined, the loss of sales and increased development costs
associated with the new platforms can have a very significant adverse
impact on the profitability of game developers.
[0056] New game consoles are also very expensive. The Xbox
360, the Nintendo Wii, and the Sony Playstation 3 all retail for hundreds of
dollars. High powered personal computer gaming systems can cost up to
$8000. This represents a significant investment for users, particularly
considering that the hardware becomes obsolete after a few years and the
fact that many systems are purchased for children.
[0057] One approach to the foregoing problems is online gaming in
which the gaming program code and data are hosted on a server and
delivered to client machines on-demand as compressed video and audio
streamed over a digital broadband network. Some companies such as G-
Cluster in Finland (now a subsidiary of Japan's SOFTBANK Broadmedia)
currently provide these services online. Similar gaming services have
become available in local networks, such as those within hotels and
offered by DSL and cable television providers. A major drawback of these
systems is the problem of latency, i.e., the time it takes for a signal to
travel to and from the game server, which is typically located in an
operator's "head-end". Fast action video games (also known as "twitch"
video games) require very low latency between the time the user performs
an action with the game controller and the time the display screen is
updated showing the result of the user action. Low latency is needed so
that the user has the perception that the game is responding "instantly".
Users may be satisfied with different latency intervals depending on the
type of game and the skill level of the user. For example, 100ms of
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latency may be tolerable for a slow casual game (like backgammon) or a
slow-action role playing game, but in a fast action game a latency in
excess of 70 or 80ms may cause the user to perform more poorly in the
game, and thus is unacceptable. For instance, in a game that requires fast
reaction time there is a sharp decline in accuracy as latency increases
from 50 to 100ms.
[0058] When a game or application server is installed in a nearby,
controlled network environment, or one where the network path to the
user is predictable and/or can tolerate bandwidth peaks, it is far easier to
control latency, both in terms of maximum latency and in terms of the
consistency of the latency (e.g., so the user observes steady motion from
digital video streaming through the network). Such level of control can be
achieved between a cable TV network head-end to a cable TV
subscriber's home, or from a DSL central office to DSL subscriber's home,
or in a commercial office Local Area Network (LAN) environment from a
server or a user. Also, it is possible to obtain specially-graded point-to-
point private connections between businesses which have guaranteed
bandwidth and latency. But in a game or application system that hosts
games in a server center connected to the general Internet and then
streams compressed video to the user through a broadband connection,
latency is incurred from many factors, resulting in severe limitations in the
deployment of prior art systems.
[0059] In a typical broadband-connected home, a user may have a
DSL or cable modem for broadband service. Such broadband services
commonly incur as much as a 25ms round-trip latency (and at times
more) between the user's home and the general Internet. In addition,
there are round-trip latencies incurred from routing data through the
Internet to a server center. The latency through the Internet varies based
on the route that the data is given and the delays it incurs as it is routed.
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In addition to routing delays, round-trip latency is also incurred due to the
speed of light traveling through the optical fiber that interconnects most of
the Internet. For example, for each 1000 miles, approximately 22ms is
incurred in round-trip latency due to the speed of light through the optical
fiber and other overhead.
[0060] Additional latency can occur due to the data rate of the data
streamed through the Internet. For example, if a user has DSL service
that is sold as "6Mbps DSL service", in practice, the user will probably get
less than 5Mbps of downstream throughput at best, and will likely see the
connection degrade periodically due to various factors such as congestion
during peak load times at the Digital Subscriber Line Access Multiplexer
(DSLAM). A similar issue can occur reducing a the data rate of a cable
modem is used for a connection sold as "6Mbps cable modem service" to
far less than that, if there is congestion in the local shared coaxial cable
looped through the neighborhood, or elsewhere in the cable modem
system network. If data packets at a steady rate of 4Mbps are streamed
as one-way in User Datagram Protocol (UDP) format from a server center
through such connections, if everything is working well, the data packets
will pass through without incurring additional latency, but if there is
congestion (or other impediments) and only 3.5Mbps is available to
stream data to the user, then in a typical situation either packets will be
dropped, resulting in lost data, or packets will queue up at the point of
congestion, until they can be sent, thereby introducing additional latency.
Different points of congestion have different queuing capacity to hold
delayed packets, so in some cases packets that can't make it through the
congestion are dropped immediately. In other cases, several megabits of
data are queued up and eventually be sent. But, in almost all cases,
queues at points of congestion have capacity limits, and once those limits
are exceeded, the queues will overflow and packets will be dropped.
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Thus, to avoid incurring additional latency (or worse, loss of packets), it is
necessary to avoid exceeding the data rate capacity from the game or
application server to the user.
[0061] Latency is also incurred by the time required to compress
video in the server and decompress video in the client device. Latency is
further incurred while a video game running on a server is calculating the
next frame to be displayed. Currently available video compression
algorithms suffer from either high data rates or high latency. For example,
motion JPEG is an intraframe-only lossy compression algorithm that is
characterized by low-latency. Each frame of video is compressed
independently of each other frame of video. When a client device receives
a frame of compressed motion JPEG video, it can immediately
decompress the frame and display it, resulting in very low latency. But
because each frame is compressed separately, the algorithm is unable to
exploit similarities between successive frames, and as a result intraframe-
only video compression algorithms suffer from very high data rates. For
example, 60 fps (frames per second) 640x480 motion JPEG video may
require 40Mbps (megabits per second) or more of data. Such high data
rates for such low resolution video windows would be prohibitively
expensive in many broadband applications (and certainly for most
consumer Internet-based applications). Further, because each frame is
compressed independently, artifacts in the frames that may result from the
lossy compression are likely to appear in different places in successive
frames. This can results in what appears to the viewer as a moving visual
artifacts when the video is decompressed.
[0062] Other compression algorithms, such as MPEG2, H.264 or
VC9 from Microsoft Corporation as they are used in prior art
configurations, can achieve high compression ratios, but at the cost of
high latency. Such algorithms utilize interframe as well as intraframe
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compression. Periodically, such algorithms perform an intraframe-only
compression of a frame. Such a frame is known as a key frame (typically
referred to as an "I" frame). Then, these algorithms typically compare the I
frame with both prior frames and successive frames. Rather than
compressing the prior frames and successive frames independently, the
algorithm determines what has changed in the image from the I frame to
the prior and successive frames, and then stores those changes as what
are called "B" frames for the changes preceding the I frame and "P"
frames for the changes following the I frame. This results in much lower
data rates than intraframe-only compression. But, it typically comes at the
cost of higher latency. An I frame is typically much larger than a B or P
frame (often 10 times larger), and as a result, it takes proportionately
longer to transmit at a given data rate.
[0063] Consider, for example, a situation where the I frames are
1 OX the size of B and P frames, and there are 29 B frames + 30 P frames
= 59 interframes for every single I intraframe, or 60 frames total for each
"Group of Frames" (GOP). So, at 60 fps, there is 1 60-frame GOP each
second. Suppose the transmission channel has a maximum data rate of
2Mbps. To achieve the highest quality video in the channel, the
compression algorithm would produce a 2Mbps data stream, and given
the above ratios, this would result in 2 Megabits (Mb) / (59+10) = 30,394
bits per intraframe and 303,935 bits per I frame. When the compressed
video stream is received by the decompression algorithm, in order for the
video to play steadily, each frame needs to decompressed and displayed
at a regular interval (e.g., 60 fps). To achieve this result, if any frame is
subject to transmission latency, all of the frames need to be delayed by at
least that latency, so the worst-case frame latency will define the latency
for every video frame. The I frames introduce the longest transmission
latencies since they are largest, and an entire I frame would have to be
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received before the I frame could be decompressed and displayed (or any
interframe dependent on the I frame). Given that the channel data rate is
2Mbps, it will take 303,935/2Mb = 145ms to transmit an I frame.
[0064] An interframe video compression system as described
above using a large percentage of the bandwidth of the transmission
channel will be subject to long latencies due to the large size of an I frame
relative to the average size of a frame. Or, to put it another way, while
prior art interframe compression algorithms achieve a lower average per-
frame data rate than intraframe-only compression algorithms (e.g., 2Mbps
vs. 40Mbps), they still suffer from a high peak per-frame data rate (e.g.,
303,935 * 60 = 18.2Mbps) because of the large I frames. Bear in mind,
though that the above analysis assumes that the P and B frames are all
much smaller than the I frames. While this is generally true, it is not true
for frames with high image complexity uncorrelated with the prior frame,
high motion, or scene changes. In such situations, the P or B frames can
become as large as I frames (if a P or B frame gets larger than an I frame,
a sophisticated compression algorithm will typically "force" an I frame and
replace the P or B frame with an I frame). So, I frame-sized data rate
peaks can occur at any moment in a digital video stream. Thus, with
compressed video, when the average video data rate approaches data
rate capacity of the transmission channels (as is frequently the case,
given the high data rate demands for video) the high peak data rates from
I frames or large P or B frames result in a high frame latency.
[0065] Of course, the above discussion only characterizes the
compression algorithm latency created by large B, P or I frames in a GOP.
If B frames are used, the latency will be even higher. The reason why is
because before a B frame can be displayed, all of the B frames after the B
frame and the I frame must be received. Thus, in a group of picture (GOP)
sequence such as BBBBBIPPPPPBBBBBIPPPPP, where there are 5 B
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frames before each I frame, the first B frame can not be displayed by the
video decompressor until the subsequent B frames and I frame are
received. So, if video is being streamed at 60fps (i.e., 16.67ms/frame),
before the first B frame can be decompressed, five B frames and the I
frame will take 16.67 * 6 = 100ms to receive, no matter how fast the
channel bandwidth is, and this is with just 5 B frames. Compressed video
sequences with 30 B frames are quite common. And, at a low channel
bandwidth like 2Mbps, the latency impact caused by the size of the I
frame is largely additive to the latency impact due to waiting for B frames
to arrive. Thus, on a 2Mbps channel, with a large number of B frames it is
quite easy to exceed 500ms of latency or more using prior art video
compression technology. If B frames are not used (at the cost of a lower
compression ratio for given quality level), the B frame latency is not
incurred, but the latency caused by the peak frame sizes, described
above, is still incurred.
[0066] The problem is exacerbated by very the nature of many
video games. Video compression algorithms utilizing the GOP structure
described above have been largely optimized for use with live video or
motion picture material intended for passive viewing. Typically, the
camera (whether a real camera, or a virtual camera in the case of a
computer-generated animation) and scene is relatively steady, simply
because if the camera or scene moves around too jerkily, the video or
movie material is (a) typically unpleasant to watch and (b) if it is being
watched, usually the viewer is not closely following the action when the
camera jerks around suddenly (e.g., if the camera is bumped when
shooting a child blowing out the candles on a birthday cake and suddenly
jerks away from the cake and back again, the viewers are typically
focused on the child and the cake, and disregard the brief interruption
when the camera suddenly moves). In the case of a video interview, or a
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video teleconference, the camera may be held in a fixed position and not
move at all, resulting in very few data peaks at all. But 3D high action
video games are characterized by constant motion (e.g., consider a 3D
racing, where the entire frame is in rapid motion for the duration of the
race, or consider first-person shooters, where the virtual camera is
constantly moving around jerkily). Such video games can result in frame
sequences with large and frequent peaks where the user may need to
clearly see what is happening during those sudden motions. As such,
compression artifacts are far less tolerable in 3D high action video games.
Thus, the video output of many video games, by their nature, produces a
compressed video stream with very high and frequent peaks.
[0067] Given that users of fast-action video games have little
tolerance for high latency, and given all of the above causes of latency, to
date there have been limitations to server-hosted video games that
stream video on the Internet. Further, users of applications that require a
high degree of interactivity suffer from similar limitations if the
applications
are hosted on the general Internet and stream video. Such services
require a network configuration in which the hosting servers are set up
directly in a head end (in the case of cable broadband) or the central
office (in the case of Digital Subscriber Lines (DSL)), or within a LAN (or
on a specially-graded private connection) in a commercial setting, so that
the route and distance from the client device to the server is controlled to
minimize latency and peaks can be accommodated without incurring
latency. LANs (typically rated at 100Mbps-1 Gbps) and leased lines with
adequate bandwidth typically can support peak bandwidth requirements
(e.g., 18Mbps peak bandwidth is a small fraction of a 100Mbps LAN
capacity).
[0068] Peak bandwidth requirements can also be accommodated
by residential broadband infrastructure if special accommodations are
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made. For example, on a cable TV system, digital video traffic can be
given dedicated bandwidth which can handle peaks, such as large I
frames. And, on a DSL system, a higher speed DSL modem can be
provisioned, allowing for high peaks, or a specially-graded connection can
provisioned which can handle a higher data rates. But, conventional cable
modem and DSL infrastructure attached to the general Internet have far
less tolerance for peak bandwidth requirements for compressed video.
So, online services that host video games or applications in server centers
a long distance from the client devices, and then stream the compressed
video output over the Internet through conventional residential broadband
connections suffer from significant latency and peak bandwidth limitations
- particularly with respect to games and applications which require very
low latency (e.g., first person shooters and other multi-user, interactive
action games, or applications requiring a fast response time).
BRIEF DESCRIPTION OF THE DRAWINGS
[0069] The present disclosure will be understood more fully from
the detailed description that follows and from the accompanying drawings,
which however, should not be taken to limit the disclosed subject matter to
the specific embodiments shown, but are for explanation and
understanding only.
[0070] FIG. 1 illustrates an architecture of a prior art video gaming
system.
[0071] FIGS. 2a-b illustrate a high level system architecture
according to one embodiment.
[0072] FIG. 3 illustrates actual, rated, and required data rates for
communication between a client and a server.
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[0073] FIG. 4a illustrates a hosting service and a client employed
according to one embodiment.
[0074] FIG. 4b illustrates exemplary latencies associated with
communication between a client and hosting service.
[0075] FIG 4c illustrates a client device according to one
embodiment.
[0076] FIG 4d illustrates a client device according to another
embodiment.
[0077] FIG 4e illustrates an example block diagram of the client
device in Figure 4c.
[0078] FIG 4f illustrates an example block diagram of the client
device in Figure 4d.
[0079] FIG. 5 illustrates an example form of video compression
which may be employed according to one embodiment.
[0080] FIG. 6a illustrates an example form of video compression
which may be employed in another embodiment.
[0081] FIG. 6b illustrates peaks in data rate associated with
transmitting a low complexity, low action video sequence.
[0082] FIG. 6c illustrates peaks in data rate associated with
transmitting a high complexity, high action video sequence.
[0083] FIGS. 7a-b illustrate example video compression techniques
employed in one embodiment.
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[0084] FIG. 8 illustrates additional example video compression
techniques employed in one embodiment.
[0085] FIGS. 9a-c illustrate example techniques employed in one
embodiment for alleviating data rate peaks.
[0086] FIGS. 10a-b illustrate one embodiment which efficiently
packs image tiles within packets.
[0087] FIGS. 11a-d illustrate embodiments which employ forward
error correction techniques.
[0088] FIG. 12 illustrates one embodiment which uses multi-core
processing units for compression.
[0089] FIGS. 13a-b illustrate geographical positioning and
communication between hosting services according to various
embodiments.
[0090] FIG. 14 illustrates exemplary latencies associated with
communication between a client and a hosting service.
[0091] FIG. 15 illustrates an example hosting service server center
architecture.
[0092] FIG. 16 illustrates an example screen shot of one
embodiment of a user interface which includes a plurality of live video
windows.
[0093] FIG. 17 illustrates the user interface of Figure 16 following
the selection of a particular video window.
[0094] FIG. 18 illustrates the user interface of Figure 17 following
zooming of the particular video window to full screen size.
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[0095] FIG. 19 illustrates an example collaborative user video data
overlaid on the screen of a multiplayer game.
[0096] FIG. 20 illustrates an example user page for a game player
on a hosting service.
[0097] FIG. 21 illustrates an example 3D interactive advertisement.
[0098] FIG. 22 illustrates an example sequence of steps for
producing a photoreal image having a textured surface from surface
capture of a live performance.
[0099] FIG. 23 illustrates an example user interface page that
allows for selection of linear media content.
[0100] FIG. 24 is a graph that illustrates the amount of time that
elapses before the web page is live versus connection speed.
DESCRIPTION OF EXAMPLE EMBODIMENTS
[0101] In the following description specific details are set forth, such
as device types, system configurations, communication methods, etc., in
order to provide a thorough understanding of the present disclosure.
However, persons having ordinary skill in the relevant arts will appreciate
that these specific details may not be needed to practice the embodiments
described.
[0102] Figures 2a-b provide a high-level architecture of two
embodiments in which video games and software applications are
hosted by a hosting service 210 and accessed by client devices 205 at
user premises 211 (note that the "user premises" means the place
wherever the user is located, including outdoors if using a mobile device)
over the Internet 206 (or other public or private network) under a
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subscription service. The client devices 205 may be general-purpose
computers such as Microsoft Windows- or Linux-based PCs or Apple, Inc.
Macintosh computers with a wired or wireless connection to the Internet
either with internal or external display device 222, or they may be
dedicated client devices such as a set-top box (with a wired or wireless
connection to the Internet) that outputs video and audio to a monitor or TV
set 222, or they may be mobile devices, presumably with a wireless
connection to the Internet.
[0103] Any of these devices may have their own user input devices
(e.g., keyboards, buttons, touch screens, track pads or inertial-sensing
wands, video capture cameras and/or motion-tracking cameras, etc.), or
they may use external input devices 221 (e.g., keyboards, mice, game
controllers, inertial sensing wand, video capture cameras and/or motion
tracking cameras, etc.), connected with wires or wirelessly. As described
in greater detail below, the hosting service 210 includes servers of various
levels of performance, including those with high-powered CPU/GPU
processing capabilities. During playing of a game or use of an application
on the hosting service 210, a home or office client device 205 receives
keyboard and/or controller input from the user, and then it transmits the
controller input through the Internet 206 to the hosting service 210 that
executes the gaming program code in response and generates
successive frames of video output (a sequence of video images) for the
game or application software (e.g., if the user presses a button which
would direct a character on the screen to move to the right, the game
program would then create a sequence of video images showing the
character moving to the right). This sequence of video images is then
compressed using a low-latency video compressor, and the hosting
service 210 then transmits the low-latency video stream through the
Internet 206. The home or office client device then decodes the
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compressed video stream and renders the decompressed video images
on a monitor or TV. Consequently, the computing and graphical hardware
requirements of the client device 205 are significantly reduced. The client
205 only needs to have the processing power to forward the
keyboard/controller input to the Internet 206 and decode and decompress
a compressed video stream received from the Internet 206, which virtually
any personal computer is capable of doing today in software on its CPU
(e.g., a Intel Corporation Core Duo CPU running at approximately 2GHz is
capable of decompressing 720p HDTV encoded using compressors such
as H.264 and Windows Media VC9). And, in the case of any client
devices, dedicated chips can also perform video decompression for such
standards in real-time at far lower cost and with far less power
consumption than a general-purpose CPU such as would be required for
a modern PC. Notably, to perform the function of forwarding controller
input and decompressing video, home client devices 205 do not require
any specialized graphics processing units (CPUs), optical drive or hard
drives, such as the prior art video game system shown in Figure 1.
[0104] As games and applications software become more complex
and more photo-realistic, they will require higher-performance CPUs,
GPUs, more RAM, and larger and faster disk drives, and the computing
power at the hosting service 210 may be continually upgraded, but the
end user will not be required to update the home or office client platform
205 since its processing requirements will remain constant for a display
resolution and frame rate with a given video decompression algorithm.
Thus, the hardware limitations and compatibility issues seen today do not
exist in the system illustrated in Figures 2a-b.
[0105] Further, because the game and application software
executes only in servers in the hosting service 210, there never is a copy
of the game or application software (either in the form of optical media, or
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as downloaded software) in the user's home or office ("office" as used
herein unless otherwise qualified shall include any non-residential setting,
including, schoolrooms, for example). This significantly mitigates the
likelihood of a game or application software being illegally copied
(pirated), as well as mitigating the likelihood of a valuable database that
might be use by a game or applications software being pirated. Indeed, if
specialized servers are required (e.g., requiring very expensive, large or
noisy equipment) to play the game or application software that are not
practical for home or office use, then even if a pirated copy of the game or
application software were obtained, it would not be operable in the home
or office.
[0106] In one embodiment, the hosting service 210 provides
software development tools to the game or application software
developers (which refers generally to software development companies,
game or movie studios, or game or applications software publishers) 220
which design video games so that they may design games capable of
being executed on the hosting service 210. Such tools allow developers to
exploit features of the hosting service that would not normally be available
in a standalone PC or game console (e.g., fast access to very large
databases of complex geometry ("geometry" unless otherwise qualified
shall be used herein to refer to polygons, textures, rigging, lighting,
behaviors and other components and parameters that define 3D
datasets)).
[0107] Different business models are possible under this
architecture. Under one model, the hosting service 210 collects a
subscription fee from the end user and pays a royalty to the developers
220, as shown in Figure 2a. In an alternate implementation, shown in
Figure 2b, the developers 220 collects a subscription fee directly from the
user and pays the hosting service 210 for hosting the game or application
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content. These underlying principles are not limited to any particular
business model for providing online gaming or application hosting.
[0108] COMPRESSED VIDEO CHARACTERISTICS
[0109] As discussed previously, one significant problem with
providing video game services or applications software services online is
that of latency. A latency of 70-80ms(from the point a input device is
actuated by the user to the point where a response is displayed on the
display device) is at the upper limit for games and applications requiring a
fast response time. However, this is very difficult to achieve in the context
of the architecture shown in Figures 2a and 2b due to a number of
practical and physical constraints.
[0110] As indicated in Figures 3, when a user subscribes to an
Internet service, the connection is typically rated by a nominal maximum
data rate 301 to the user's home or office. Depending on the provider's
policies and routing equipment capabilities, that maximum data rate may
be more or less strictly enforced, but typically the actual available data
rate is lower for one of many different reasons. For example, there may
be too much network traffic at the DSL central office or on the local cable
modem loop, or there may be noise on the cabling causing dropped
packets, or the provider may establish a maximum number of bits per
month per user. Currently, the maximum downstream data rate for cable
and DSL services typically ranges from several hundred Kilobits/second
(Kbps) to 30 Mbps. Cellular services are typically limited to hundreds of
Kbps of downstream data. However, the speed of the broadband services
and the number of users who subscribe to broadband services will
increase dramatically over time. Currently, some analysts estimate that
33% of US broadband subscribers have a downstream data rate of 2Mbps
or more. For example, some analysts predict that by 2010, over 85% of
US broadband subscribers will have a data rate of 2Mbps or more.
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[0111] As indicated in Figure 3, the actual available max data rate
302 may fluctuate over time. Thus, in a low-latency, online gaming or
application software context it is sometimes difficult to predict the actual
available data rate for a particular video stream. If the data rate 303
required to sustain a given level of quality at given number of frames-per-
second (fps) at a given resolution (e.g., 640 x 480 @ 60 fps) for a certain
amount of scene complexity and motion rises above the actual available
max data rate 302 (as indicated by the peak in Figure 3), then several
problems may occur. For example, some internet services will simply
drop packets, resulting in lost data and distorted/lost images on the user's
video screen. Other services will temporarily buffer (i.e., queue up) the
additional packets and provide the packets to the client at the available
data rate, resulting in an increase in latency - an unacceptable result for
many video games and applications. Finally, some Internet service
providers will view the increase in data rate as a malicious attack, such as
a denial of service attack (a well known technique user by hackers to
disable network connections), and will cut off the user's Internet
connection for a specified time period. Thus, the embodiments described
herein take steps to ensure that the required data rate for a video game
does not exceed the maximum available data rate.
[0112] HOSTING SERVICE ARCHITECTURE
[0113] Figure 4a illustrates an architecture of the hosting service
210 according to one embodiment. The hosting service 210 can either be
located in a single server center, or can be distributed across a plurality of
server centers (to provide for lower latency connections to users that have
lower latency paths to certain server centers than others, to provide for
load balancing amongst users, and to provide for redundancy in the case
one or more server centers fail). The hosting service 210 may eventually
include hundreds of thousands or even millions of servers 402, serving a
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very large user base. A hosting service control system 401 provides
overall control for the hosting service 210, and directs routers, servers,
video compression systems, billing and accounting systems, etc. In one
embodiment, the hosting service control system 401 is implemented on a
distributed processing Linux-based system tied to RAID arrays used to
store the databases for user information, server information, and system
statistics. In the foregoing descriptions, the various actions implemented
by the hosting service 210, unless attributed to other specific systems, are
initiated and controlled by the hosting service control system 401.
[0114] The hosting service 210 includes a number of servers 402
such as those currently available from Intel, IBM and Hewlett Packard,
and others. Alternatively, the servers 402 can be assembled in a custom
configuration of components, or can eventually be integrated so an entire
server is implemented as a single chip. Although this diagram shows a
small number of servers 402 for the sake of illustration, in an actual
deployment there may be as few as one server 402 or as many as
millions of servers 402 or more. The servers 402 may all be configured in
the same way (as an example of some of the configuration parameters,
with the same CPU type and performance; with or without a GPU, and if
with a GPU, with the same GPU type and performance; with the same
number of CPUs and GPUs; with the same amount of and type/speed of
RAM; and with the same RAM configuration), or various subsets of the
servers 402 may have the same configuration (e.g., 25% of the servers
can be configured a certain way, 50% a different way, and 25% yet
another way), or every server 402 may be different.
[0115] In one embodiment, the servers 402 are diskless, i.e., rather
than having its own local mass storage (be it optical or magnetic storage,
or semiconductor-based storage such as Flash memory or other mass
storage means serving a similar function), each server accesses shared
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mass storage through fast backplane or network connection. In one
embodiment, this fast connection is a Storage Area Network (SAN) 403
connected to a series of Redundant Arrays of Independent Disks (RAID)
405 with connections between devices implemented using Gigabit
Ethernet. As is known by those of skill in the art, a SAN 403 may be used
to combine many RAID arrays 405 together, resulting in extremely high
bandwidth-approaching or potentially exceeding the bandwidth available
from the RAM used in current gaming consoles and PCs. And, while RAID
arrays based on rotating media, such as magnetic media, frequently have
significant seek-time access latency, RAID arrays based on
semiconductor storage can be implemented with much lower access
latency. In another configuration, some or all of the servers 402 provide
some or all of their own mass storage locally. For example, a server 402
may store frequently-accessed information such as its operating system
and a copy of a video game or application on low-latency local Flash-
based storage, but it may utilize the SAN to access RAID Arrays 405
based on rotating media with higher seek latency to access large
databases of geometry or game state information on a less frequent
bases.
[0116] In addition, in one embodiment, the hosting service 210
employs low-latency video compression logic 404 described in detail
below. The video compression logic 404 may be implemented in
software, hardware, or any combination thereof (certain embodiments of
which are described below). Video compression logic 404 includes logic
for compressing audio as well as visual material.
[0117] In operation, while playing a video game or using an
application at the user premises 211 via a keyboard, mouse, game
controller or other input device 421, control signal logic 413 on the client
415 transmits control signals 406a-b (typically in the form of UDP packets)
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representing the button presses (and other types of user inputs) actuated
by the user to the hosting service 210. The control signals from a given
user are routed to the appropriate server (or servers, if multiple servers
are responsive to the user's input device) 402. As illustrated in Figure 4a,
control signals 406a may be routed to the servers 402 via the SAN.
Alternatively or in addition, control signals 406b may be routed directly to
the servers 402 over the hosting service network (e.g., an Ethernet-based
local area network). Regardless of how they are transmitted, the server or
servers execute the game or application software in response to the
control signals 406a-b. Although not illustrated in Figure 4a, various
networking components such as a firewall(s) and/or gateway(s) may
process incoming and outgoing traffic at the edge of the hosting service
210 (e.g., between the hosting service 210 and the Internet 410) and/or at
the edge of the user premises 211 between the Internet 410 and the
home or office client 415. The graphical and audio output of the executed
game or application software- i.e., new sequences of video images-are
provided to the low-latency video compression logic 404 which
compresses the sequences of video images according to low-latency
video compression techniques, such as those described herein and
transmits a compressed video stream, typically with compressed or
uncompressed audio, back to the client 415 over the Internet 410 (or, as
described below, over an optimized high speed network service that
bypasses the general Internet). Low-latency video decompression logic
412 on the client 415 then decompresses the video and audio streams
and renders the decompressed video stream, and typically plays the
decompressed audio stream, on a display device 422 Alternatively, the
audio can be played on speakers separate from the display device 422 or
not at all. Note that, despite the fact that input device 421 and display
device 422 are shown as free-standing devices in Figures 2a and 2b, they
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may be integrated within client devices such as portable computers or
mobile devices.
[0118] Home or office client 415 (described previously as home or
office client 205 in Figures 2a and 2b) may be a very inexpensive and low-
power device, with very limited computing or graphics performance and
may well have very limited or no local mass storage. In contrast, each
server 402, coupled to a SAN 403 and multiple RAIDs 405 can be an
exceptionally high performance computing system, and indeed, if multiple
servers are used cooperatively in a parallel-processing configuration,
there is almost no limit to the amount of computing and graphics
processing power that can be brought to bear. And, because of the low-
latency video compression 404 and low-latency video compression 412,
perceptually to the user, the computing power of the servers 402 is being
provided to the user. When the user presses a button on input device
421, the image on display 422 is updated in response to the button press
perceptually with no meaningful delay, as if the game or application
software were running locally. Thus, with a home or office client 415 that
is a very low performance computer or just an inexpensive chip that
implements the low-latency video decompression and control signal logic
413, a user is provided with effectively arbitrary computing power from a
remote location that appears to be available locally. This gives users the
power to play the most advanced, processor-intensive (typically new)
video games and the highest performance applications.
[0119] Figure 4c shows a very basic and inexpensive home or
office client device 465. This device is an embodiment of home or office
client 415 from Figures 4a and 4b. It is approximately 2 inches long. It has
an Ethernet jack 462 that interfaces with an Ethernet cable with Power
over Ethernet (PoE), from which it derives its power and its connectivity to
the Internet. It is able to run Network Address Translation (NAT) within a
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network that supports NAT. In an office environment, many new Ethernet
switches have PoE and bring PoE directly to a Ethernet jack in an office. It
such a situation, all that is required is an Ethernet cable from the wall jack
to the client 465. If the available Ethernet connection does not carry power
(e.g., in a home with a DSL or cable modem, but no PoE), then there are
inexpensive wall "bricks" (i.e., power supplies) available that will accept an
unpowered Ethernet cable and output Ethernet with PoE.
[0120] The client 465 contains control signal logic 413 (of Figure
4a) that is coupled to a Bluetooth wireless interface, which interfaces with
Bluetooth input devices 479, such as a keyboard, mouse, game controller
and/or microphone and/or headset. Also, one embodiment of client 465 is
capable of outputting video at 120fps coupled with a display device 468
able to support 120fps video and signal (typically through infrared) a pair
of shuttered glasses 466 to alternately shutter one eye, then the other with
each successive frame. The effect perceived by the user is that of a
stereoscopic 3D image that "jumps out" of the display screen. One such
display device 468 that supports such operation is the Samsung HL-
T5076S. Since the video stream for each eye is separate, in one
embodiment two independent video streams are compressed by the
hosting service 210, the frames are interleaved in time, and the frames
are decompressed as two independent decompression processes within
client 465.
[0121] The client 465 also contains low latency video
decompression logic 412, which decompresses the incoming video and
audio and output through the HDMI (High-Definition Multimedia
Interface),connector 463 which plugs into an SDTV (Standard Definition
Television) or HDTV (High Definition Television) 468, providing the TV
with video and audio, or into a monitor 468 that supports HDMI. If the
user's monitor 468 does not support HDMI, then an HDMI-to-DVI (Digital
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Visual Interface) can be used, but the audio will be lost. Under the HDMI
standard, the display capabilities (e.g. supported resolutions, frame rates)
464 are communicated from the display device 468, and this information
is then passed back through the Internet connection 462 back to the
hosting service 210 so it can stream compressed video in a format
suitable for the display device.
[0122] Figure 4d shows a home or office client device 475 that is
the same as the home or office client device 465 shown in Figure 4c
except that is has more external interfaces. Also, client 475 can accept
either PoE for power, or it can run off of an external power supply adapter
(not shown) that plugs in the wall. Using client 475 USB input, video
camera 477 provides compressed video to client 475, which is uploaded
by client 475 to hosting service 210 for use described below. Built into
camera 477 is a low-latency compressor utilizing the compression
techniques described below.
[0123] In addition to having an Ethernet connector for its Internet
connection, client 475 also has an 802.11 g wireless interface to the
Internet. Both interfaces are able to use NAT within a network that
supports NAT.
[0124] Also, in addition to having an HDMI connector to output
video and audio, client 475 also has a Dual Link DVI-I connector, which
includes analog output (and with a standard adapter cable will provide
VGA output). It also has analog outputs for composite video and S-video.
[0125] For audio, the client 475 has left/right analog stereo RCA
jacks, and for digital audio output it has a TOSLINK output.
[0126] In addition to a Bluetooth wireless interface to input devices
479, it also has USB jacks to interface to input devices.
[0127] Figure 4e shows one embodiment of the internal
architecture of client 465. Either all or some of the devices shown in the
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diagram can be implemented in an Field Programmable Logic Array, an
custom ASIC or in several discrete devices, either custom designed or off-
the-shelf.
[0128] Ethernet with PoE 497 attaches to Ethernet Interface 481.
Power 499 is derived from the Ethernet with PoE 497 and is connected to
the rest of the devices in the client 465. Bus 480 is a common bus for
communication between devices.
[0129] Control CPU 483 (almost any small CPU, such as a MIPS
R4000 series CPU at 100MHz with embedded RAM is adequate) running
a small client control application from Flash 476 implements the protocol
stack for the network (i.e. Ethernet interface) and also communicates with
the Hosting Service 210, and configures all of the devices in the client
465. It also handles interfaces with the input devices 469 and sends
packets back to the hosting service 210 with user controller data,
protected by Forward Error Correction, if necessary. Also, Control CPU
483 monitors the packet traffic (e.g. if packets are lost or delayed and also
timestamps their arrival). This information is sent back to the hosting
service 210 so that it can constantly monitor the network connection and
adjust what it sends accordingly. Flash memory 476 is initially loaded at
the time of manufacture with the control program for Control CPU 483 and
also with a serial number that is unique to the particular Client 465 unit.
This serial number allows the hosting service 210 to uniquely identify the
Client 465 unit.
[0130] Bluetooth interface 484 communicates to input devices 469
wirelessly through its antenna, internal to client 465.
[0131] 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 off-the-shelf, or as Intellectual Property (IP) of a design that can be
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integrated into an FPGA or a custom ASIC. One company offering IP for
an H.264 decoder is Ocean Logic of Manly, NSW Australia. The
advantage of using IP is that the compression techniques used herein do
not conform to compression standards. Some standard decompressors
are flexible enough to be configured to accommodate the compression
techniques herein, but some can not. But, with IF, there is complete
flexibility in redesigning the decompressor as needed.
[0132] The output of the video decompressor is coupled to the
video output subsystem 487, which couples the video to the video output
of the HDMI interface 490.
[0133] The audio decompression subsystem 488 is implemented
either using a standard audio decompressor that is available, or it can be
implemented as IF, or the audio decompression can be implemented
within the control processor 483 which could, for example, implement the
Vorbis audio decompressor.
[0134] The device that implements the audio decompression is
coupled to the audio output subsystem 489 that couples the audio to the
audio output of the HDMI interface 490
[0135] Figure 4f shows one embodiment of the internal architecture
of client 475. As can be seen, the architecture is the same as that of client
465 except for additional interfaces and optional external DC power from
a power supply adapter that plugs in the wall, and if so used, replaces
power that would come from the Ethernet PoE 497. The functionality that
is in common with client 465 will not be repeated below, but the additional
functionality is described as follows.
[0136] CPU 483 communicates with and configures the additional
devices.
[0137] WiFi subsystem 482 provides wireless Internet access as an
alternative to Ethernet 497 through its antenna. WiFi subsystems are
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available from a wide range of manufacturers, including Atheros
Communications of Santa Clara, CA.
[0138] USB subsystem 485 provides an alternative to Bluetooth
communication for wired USB input devices 479. USB subsystems are
quite standard and readily available for FPGAs and ASICs, as well as
frequently built into off-the-shelf devices performing other functions, like
video decompression.
[0139] Video output subsystem 487 produces a wider range of
video outputs than within 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, display
capabilities 464 are passed back from the display device to the control
CPU 483 so that it can notify the hosting service 210 of the display device
478 capabilities. All of the interfaces provided by the video output
subsystem 487 are quite standard interfaces and readily available in many
forms.
[0140] Audio output subsystem 489 outputs audio digitally through
digital interface 494 (S/PDIF and/or Toslink) and audio in analog form
through stereo analog interface 495.
[0141] ROUND-TRIP LATENCY ANALYSIS
[0142] Of course, for the benefits of the preceding paragraph to be
realized, the round trip latency between a user's action using input device
421 and seeing the consequence of that action on display device 420
should be no more than 70-80ms. This latency must take into account all
of the factors in the path from input device 421 in the user premises 211
to hosting service 210 and back again to the user premises 211 to display
device 422. Figure 4b illustrates the various components and networks
over which signals must travel, and above these components and
networks is a timeline that lists exemplary latencies that can be expected
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in a practical implementation. Note that Figure 4b is simplified so that
only the critical path routing is shown. Other routing of data used for other
features of the system is described below. Double-headed arrows (e.g.,
arrow 453) indicate round-trip latency and a single-headed arrow (e.g.,
arrow 457) indicate one-way latency, and "-" denote an approximate
measure. It should be pointed out that there will be real-world situations
where the latencies listed can not be achieved, but in a large number of
cases in the US, using DSL and cable modem connections to the user
premises 211, these latencies can be achieved in the circumstances
described in the next paragraph. Also, note that, while cellular wireless
connectivity to the Internet will certainly work in the system shown, most
current US cellular data systems (such as EVDO) incur very high
latencies and would not be able to achieve the latencies shown in Figure
4b. However, these underlying principles may be implemented on future
cellular technologies that may be capable of implementing this level of
latency.
[0143] Starting from the input device 421 at user premises 211,
once the user actuates the input device 421, a user control signal is sent
to client 415 (which may be a standalone device such a set-top box, or it
may be software or hardware running in another device such as a PC or a
mobile device), and is packetized (in UDP format in one embodiment) and
the packet is given a destination address to reach hosting service 210.
The packet will also contain information to indicate which user the control
signals are coming from. The control signal packet(s) are then forwarded
through Firewall/Router/NAT (Network Address Translation) device 443 to
WAN interface 442. WAN interface 442 is the interface device provided to
the user premises 211 by the User's ISP (Internet Service Provider). The
WAN interface 442 may be a Cable or DSL modem, a WiMax transceiver,
a Fiber transceiver, a Cellular data interface, an Internet Protocol-over-
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powerline interface, or any other of many interfaces to the Internet.
Further, Firewall/Router/NAT device 443 (and potentially WAN interface
442) may be integrated into the client 415. An example of this would be a
mobile phone, which includes software to implement the functionality of
home or office client 415, as well as the means to route and connect to
the Internet wirelessly through some standard (e.g., 802.11 g).
[0144] WAN Interface 442 then routes the control signals to what
shall be called herein the "point of presence" 441 for the user's Internet
Service Provider (ISP) which is the facility that provides an interface
between the WAN transport connected to the user premises 211 and the
general Internet or private networks. The point of presence's
characteristics will vary depending upon nature of the Internet service
provided. For DSL, it typically will be a telephone company Central Office
where a DSLAM is located. For cable modems, it typically will be a cable
Multi-System Operator (MSO) head end. For cellular systems, it typically
will be a control room associated with cellular tower. But whatever the
point of presence's nature, it will then route the control signal packet(s) to
the general Internet 410. The control signal packet(s) will then be routed
to the WAN Interface 441 to the hosting service 210, through what most
likely will be a fiber transceiver interface. The WAN 441 will then route the
control signal packets to routing logic 409 (which may be implemented in
many different ways, including Ethernet switches and routing servers),
which evaluates the user's address and routes the control signal(s) to the
correct server 402 for the given user.
[0145] The server 402 then takes the control signals as input for the
game or application software that is running on the server 402 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 is output from
server 402 to video compressor 404. The video and audio may be output
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from server 402 to compressor 404 through various means. To start with,
compressor 404 may be built into server 402, so the compression may be
implemented locally within server 402. Or, the video and/or audio may be
output in packetized form through a network connection such as an
Ethernet connection to a network that is either a private network between
server 402 and video compressor 404, or a through a shared network,
such as SAN 403. Or, the video may be output through a video output
connector from server 402, such as a DVI or VGA connector, and then
captured by video compressor 404. Also, the audio may be output from
server 402 as either digital audio (e.g., through a TOSLINK or S/PDIF
connector) or as analog audio, which is digitized and encoded by audio
compression logic within video compressor 404.
[0146] Once video compressor 404 has captured the video frame
and the audio generated during that frame time from server 402, then
video compressor will compress the video and audio using techniques
described below. Once the video and audio is compressed it is packetized
with an address to send it back to the user's client 415, and it is routed to
the WAN Interface 441, which then routes the video and audio packets
through the general Internet 410, which then routes the video and audio
packets to the user's ISP point of presence 441, which routes the video
and audio packets to the WAN Interface 442 at the user's premises, which
routes the video and audio packets to the Firewall/Router/NAT device
443, which then routes the video and audio packets to the client 415.
[0147] The client 415 decompresses the video and audio, and then
displays the video on the display device 422 (or the client's built-in display
device) and sends the audio to the display device 422 or to separate
amplifier/speakers or to an amplifier/speakers built in the client.
[0148] For the user to perceive that the entire process just
described is perceptually without lag, the round-trip delay needs be less
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than 70 or 80ms. Some of the latency delays in the described round-trip
path are under the control of the hosting service 210 and/or the user and
others are not. Nonetheless, based on analysis and testing of a large
number of real-world scenarios, the following are approximate
measurements.
[0149] The one-way transmission time to send the control signals
451 is typically less than 1 ms, the roundtrip routing through the user
premises 452 is typically accomplished, using readily available consumer-
grade Firewall/Router/NAT switches over Ethernet in about 1 ms. User
ISPs vary widely in their round trip delays 453, but with DSL and cable
modem providers, we typically see between 10 and 25ms. The round trip
latency on the general Internet 410 can vary greatly depending on how
traffic is routed and whether there are any failures on the route (and these
issues are discussed below), but typically the general Internet provides
fairly optimal routes and the latency is largely determined by speed of light
through optical fiber, given the distance to the destination. As discussed
further below, we have established 1000 miles as a roughly the furthest
distance that we expect to place a hosting service 210 away from user
premises 211. At 1000 miles (2000 miles round trip) the practical transit
time for a signal through the Internet is approximately 22ms. The WAN
Interface 441 to the hosting service 210 is typically a commercial-grade
fiber high speed interface with negligible latency. Thus, the general
Internet latency 454 is typically between 1 and 10ms. The one-way routing
455 latency through the hosting service 210 can be achieved in less than
1 ms. The server 402 will typically compute a new frame for a game or an
application in less than one frame time (which at 60fps is 16.7ms) so
16ms is a reasonable maximum one-way latency 456 to use. In an
optimized hardware implementation of the video compression and audio
compression algorithms described herein, the compression 457 can be
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completed in 1 ms. In less optimized versions, the compression may take
as much as 6ms (of course even less optimized versions could take
longer, but such implementations would impact the overall latency of the
round trip and would require other latencies to be shorter (e.g., the
allowable distance through the general Internet could be reduced) to
maintain the 70-80ms latency target). The round trip latencies of the
Internet 454, User ISP 453, and User Premises Routing 452 have already
been considered, so what remains is the video decompression 458
latency which, depending on whether the video decompression 458 is
implemented in dedicated hardware, or if implemented in software on a
client device 415 (such as a PC or mobile device) it can vary depending
upon the size of the display and the performance of the decompressing
CPU. Typically, decompression 458 takes between 1 and 8ms.
[0150] Thus, by adding together all of the worst-case latencies
seen in practice, we can determine the worst-case round trip latency that
can be expected to be experience by a user of the system shown in
Figure 4a. They are: 1+1 +25+22+1+16+6+8 = 80ms. And, indeed, in
practice (with caveats discussed below), this is roughly the round trip
latency seen using prototype versions of the system shown in Figure 4a,
using off-the-shelf Windows PCs as client devices and home DSL and
cable modem connections within the US. Of course, scenarios better than
worst case can result in much shorter latencies, but they can not be relied
upon in developing a commercial service that is used widely.
[0151] To achieve the latencies listed in Figures 4b over the
general Internet, requires the video compressor 404 and video
decompressor 412 from Figure 4a in the client 415 to generate a packet
stream which very particular characteristics, such that the packet
sequence generated through entire path from the hosting service 210 to
the display device 422 is not subject to delays or excessive packet loss
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and, in particular, consistently falls with the constraints of the bandwidth
available to the user over the user's Internet connection through WAN
interface 442 and Firewall/Router/NAT 443. Further, the video compressor
must create a packet stream which is sufficiently robust so that it can
tolerate the inevitable packet loss and packet reordering that occurs in
normal Internet and network transmissions.
[0152] LOW-LATENCY VIDEO COMPRESSION
[0153] To accomplish the foregoing goals, one embodiment takes a
new approach to video compression which decreases the latency and the
peak bandwidth requirements for transmitting video. Prior to the
description of these embodiments, an analysis of current video
compression techniques will be provided with respect to Figure 5 and
Figures 6a-b. Of course, these techniques may be employed in
accordance with underlying principles if the user is provided with sufficient
bandwidth to handle the data rate required by these techniques. Note that
audio compression is not addressed herein other than to state that it is
implemented simultaneously and in synchrony with the video
compression. Prior art audio compression techniques exist that satisfy the
requirements for this system.
[0154] Figure 5 illustrates one particular prior art technique for
compressing video in which each individual video frame 501-503 is
compressed by compression logic 520 using a particular compression
algorithm to generate a series of compressed frames 511-513. One
embodiment of this technique is "motion JPEG" in which each frame is
compressed according to a Joint Pictures Expert Group (JPEG)
compression algorithm, based upon the discrete cosine transform (DCT).
Various different types of compression algorithms may be employed,
however, while still complying with these underlying principles (e.g.,
wavelet-based compression algorithms such as JPEG-2000).
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[0155] One problem with this type of compression is that it reduces
the data rate of each frame, but it does not exploit similarities between
successive frames to reduce the data rate of the overall video stream.
For example, as illustrated in Figure 5, assuming a frame rate of
640x48Ox24bits/pixel = 640*480*24/8/1024=900 Kilobytes/frame
(KB/frame), for a given quality of image, motion JPEG may only compress
the stream by a factor of 10, resulting in a data stream of 90 KB/frame. At
60 frames/sec, this would require a channel bandwidth of 90 KB * 8 bits
60 frames/sec = 42.2Mbps, which would be far too high bandwidth for
almost all home Internet connections in the US today, and too high
bandwidth for many office Internet connections. Indeed, given that it would
demand a constant data stream at such a high bandwidth, and it would be
just serving one user, even in an office LAN environment, it would
consume a large percentage of a 100Mbps Ethernet LAN's bandwidth and
heavily burden Ethernet switches supporting the LAN. Thus, the
compression for motion video is inefficient when compared with other
compression techniques (such as those described below). Moreover,
single frame compression algorithms like JPEG and JPEG-2000 that use
lossy compression algorithms produce compression artifacts that may not
be noticeable in still images (e.g., an artifact within dense foliage in the
scene may not appear as an artifact since the eye does not know exactly
how the dense foliage should appear). But, once the scene is in motion,
an artifact can stand out because the eye detects that the artifact changed
from frame-to-frame, despite the fact the artifact is in an area of the scene
where it might not have been noticeable in a still image. This results in the
perception of "background noise" in the sequence of frames, similar in
appearance to the "snow" noise visible during marginal analog TV
reception. Of course, this type of compression may still be used in certain
embodiments described herein, but generally speaking, to avoid
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background noise in the scene, a high data rate (i.e., a low compression
ratio) is required for a given perceptual quality.
[0156] Other types of compression, such as H.264, or Windows
Media VC9, MPEG2 and MPEG4 are all more efficient at compressing a
video stream because they exploit the similarities between successive
frames. These techniques all rely upon the same general techniques to
compress video. Thus, although the H.264 standard will be described, but
the same general principles apply to various other compression
algorithms. A large number of H.264 compressors and decompressor are
available, including the x264 open source software library for compressing
H.264 and the FFmpeg open source software libraries for decompressing
H.264.
[0157] Figures 6a and 6b illustrate an exemplary prior art
compression technique in which a series of uncompressed video frames
501-503, 559-561 are compressed by compression logic 620 into a series
of "I frames" 611, 671; "P frames" 612-613; and "B frames" 670. The
vertical axis in Figure 6a generally signifies the resulting size of each of
the encoded frames (although the frames are not drawn to scale). As
described above, video coding using I frames, B frames and P frames is
well understood by those of skill in the art. Briefly, an I frame 611 is a
DCT-based compression of a complete uncompressed frame 501 (similar
to a compressed JPEG image as described above). P frames 612-613
generally are significantly smaller in size than I frames 611 because they
take advantage of the data in the previous I frame or P frame; that is, they
contain data indicating the changes between the previous I frame or P
frame. B frames 670 are similar to that of P frames except that B frames
use the frame in the following reference frame as well as potentially the
frame in the preceding reference frame.
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[0158] For the following discussion, it will be assumed that the
desired frame rate is 60 frames/second, that each I frame is
approximately 160 Kb, the average P frame and B frame is 16 Kb and that
a new I frame is generated every second. With this set of parameters, the
average data rate would be: 160 Kb + 16 Kb * 59 = 1.1 Mbps. This data
rate falls well within the maximum data rate for many current broadband
Internet connections to homes and offices. This technique also tends to
avoid the background noise problem from intraframe-only encoding
because the P and B frames track differences between the frames, so
compression artifacts tend not to appear and disappear from frame-to-
frame, thereby reducing the background noise problem described above.
[0159] One problem with the foregoing types of compression is that
although the average data rate is relatively low (e.g., 1.1 Mbps), a single I
frame may take several frame times to transmit. For example, using prior
art techniques a 2.2 Mbps network connection (e.g., DSL or cable
modem with 2.2Mbps peak of max available data rate 302 from Figure 3a)
would typically be adequate to stream video at 1.1 Mbps with a 160Kbps I
frame each 60 frames. This would be accomplished by having the
decompressor queue up 1 second of video before decompressing the
video. In 1 second, 1.1 Mb of data would be transmitted, which would be
easily accommodated by a 2.2Mbps max available data rate, even
assuming that the available data rate might dip periodically by as much as
50%. Unfortunately, this prior art approach would result in a 1 -second
latency for the video because of the 1-second video buffer at the receiver.
Such a delay is adequate for many prior art applications (e.g., the
playback of linear video), but is far too long a latency for fast action video
games which cannot tolerate more than 70-80ms of latency.
[0160] If an attempt were made to eliminate the 1-second video
buffer, it still would not result in an adequate reduction in latency for fast
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action video games. For one, the use of B frames, as previously
described, would necessitate the reception of all of the B frames
preceding an I frame as well as the I frame. If we assume the 59 non-I
frames are roughly split between P and B frames, then there would be at
least 29 B frames and an I frame received before any B frame could be
displayed. Thus, regardless of the available bandwidth of the channel, it
would necessitate a delay of 29+1 =30 frames of 1 /60th second duration
each, or 500ms of latency. Clearly that is far too long.
[0161] Thus, another approach would be to eliminate B frames and
only use I and P frames. (One consequence of this is the data rate would
increase for a given quality level, but for the sake of consistency in this
example, let's continue to assume that each I frame is 160Kb and the
average P frame is 16Kb in size, and thus the data rate is still 1.1 Mbps)
This approach eliminates the unavoidable latency introduced by B frames,
since the decoding of each P frame is only reliant upon the prior received
frame. A problem that remains with this approach is that an I frame is so
much larger than an average P frame, that on a low bandwidth channel,
as is typical in most homes and in many offices, the transmission of the I
frame adds substantial latency. This is illustrated in Figure 6b. The video
stream data rate 624 is below the available max data rate 621 except for
the I frames, where the peak data rate required for the I frames 623 far
exceeds the available max data rate 622 (and even the rated max data
rate 621). The data rate required by the P frames is less than the
available max data rate. Even if the available max data rate peaks at
2.2Mbps remains steadily at its 2.2Mbps peak rate, it will take
160Kb/2.2Mb=71 ms to transmit the I frame, and if the available max data
rate 622 dips by 50% (1.1 Mbps), it will take 142ms to transmit the I frame.
So, the latency in transmitting the I frame will fall somewhere in between
71-142ms. This latency is additive to the latencies identified in Figure 4b,
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which in the worst case added up to 70 ms, so this would result in a total
round trip latency of 141-222ms from the point the user actuates input
device 421 until an image appears on display device 422, which is far too
high. And if the available max data rate dips below 2.2Mbps, the latency
will increase further.
[0162] Note also that there generally are severe consequences to
"jamming" an ISP with peak data rate 623 that are far in excess of the
available data rate 622. The equipment in different ISPs will behave
differently, but the following behaviors are quite common among DSL and
cable modem ISPs when receiving packets at much higher data rate than
the available data rate 622: (a) delaying the packets by queuing them
(introducing latency), (b) dropping some or all of the packets, (c) disabling
the connection for a period of time (most likely because the ISP is
concerned it is a malicious attack, such as "denial of service" attack).
Thus, transmitting a packet stream at full data rate with characteristics
such as those shown in Figure 6b is not a viable option. The peaks 623
may be queued up at the hosting service 210 and sent at a data rate
below the available max data rate, introducing the unacceptable latency
described in the preceding paragraph.
[0163] Further, the video stream data rate sequence 624 shown in
Figure 6b is a very "tame" video stream data rate sequence and would be
the sort of data rate sequence that one would expect to result from
compressing the video from a video sequence that does not change very
much and has very little motion (e.g., as would be common in video
teleconferencing where the cameras are in a fixed position and have little
motion, and the objects, in the scene, e.g., seated people talking, show
little motion).
[0164] The video stream data rate sequence 634 shown in Figure
6c is a sequence typical to what one would expect to see from video with
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far more action, such as might be generated in a motion picture or a video
game, or in some application software. Note that in addition to the I frame
peaks 633, there are also P frame peaks such as 635 and 636 that are
quite large and exceed the available max data rate on many occasions.
Although these P frame peaks are not quite as large as the I frame peaks,
they still are far too large to be carried by the channel at full data rate,
and
as with the I frame peaks, they P frame peaks must be transmitted slowly
(thereby increasingly latency).
[0165] On a high bandwidth channel (e.g., a 100Mbps LAN, or a
high bandwidth 100Mbps private connection) the network would be able to
tolerate large peaks, such as I frame peaks 633 or P frame peaks 636,
and in principle, low latency could be maintained. But, such networks are
frequently shared amongst many users (e.g., in an office environment),
and such "peaky" data would impact the performance of the LAN,
particularly if the network traffic was routed to a private shared connection
(e.g., from a remote data center to an office). To start with, bear in mind
that this example is of a relatively low resolution video stream of 640x480
pixels at 60fps. HDTV streams of 1920x1080 at 60fps are readily handled
by modern computers and displays, and 2560x1440 resolution displays at
60fps are increasingly available (e.g., Apple, Inc.'s 30" display). A high
action video sequence at 1920x1080 at 60fps may require 4.5 Mbps using
H.264 compression for a reasonable quality level. If we assume the I
frames peak at 1 OX the nominal data rate, that would result in 45Mbps
peaks, as well as smaller, but still considerable, P frame peak. If several
users were receiving video streams on the same 100Mbps network (e.g.,
a private network connection between an office and data center), it is easy
to see how the peaks from several users' video stream could happen to
align, overwhelming the bandwidth of the network, and potentially
overwhelming the bandwidth of the backplanes of the switches supporting
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the users on the network. Even in the case of a Gigabit Ethernet network,
if enough users had enough peaks aligned at once, it could overwhelm
the network or the network switches. And, once 2560x1440 resolution
video becomes more commonplace, the average video stream data rate
may be 9.5Mbps, resulting in perhaps a 95Mbps peak data rate. Needless
to say, a 100Mbps connection between a data center and an office (which
today is an exceptionally fast connection) would be completely swamped
by the peak traffic from a single user. Thus, even though LANs and
private network connections can be more tolerant of peaky streaming
video, the streaming video with high peaks is not desirable and might
require special planning and accommodation by an office's IT department.
[0166] Of course, for standard linear video applications these
issues are not a problem because the data rate is "smoothed" at the point
of transmission and the data for each frame below the max available data
rate 622, and a buffer in the client stores a sequence of I, P and B frames
before they are decompressed. Thus, the data rate over the network
remains close to the average data rate of the video stream. Unfortunately,
this introduces latency, even if B frames are not used, that is
unacceptable for low-latency applications such as video games and
applications require fast response time.
[0167] One prior art solution to mitigating video streams that have
high peaks is to use a technique often referred to as "Constant Bit Rate"
(CBR) encoding. Although the term CBR would seem to imply that all
frames are compressed to have the same bit rate (i.e., size), what it
usually refers to is a compression paradigm where a maximum bit rate
across a certain number of frames (in our case, 1 frame) is allowed. For
example, in the case of Figure 6c, if a CBR constraint were applied to the
encoding that limited the bit rate to, for example, 70% of the rated max
data rate 621, then the compression algorithm would limit the
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compression of each of the frames so that any frame that would normally
be compressed using more than 70% of the rated max data rate 621
would be compressed with less bits. The result of this is that frames that
would normally require more bits to maintain a given quality level would
be "starved" of bits and the image quality of those frames would be worse
than that of other frames that do not require more bits than the 70% of the
rate max data rate 621. This approach can produce acceptable results for
certain types of compressed video where there (a) little motion or scene
changes are expected and (b) the users can accept periodic quality
degradation. A good example of a CBR-suited application is video
teleconferencing since there are few peaks, and if the quality degrades
briefly (for example, if the camera is panned, resulting in significant scene
motion and large peaks, during the panning there may not be enough bits
for high-quality image compression, which would result in degraded image
quality), it is acceptable for most users. Unfortunately, CBR is not well-
suited for many other applications which have scenes of high complexity
or a great deal of motion and/or where a reasonably constant level of
quality is required.
[0168] The low-latency compression logic 404 employed in one
embodiment uses several different techniques to address the range of
problems with streaming low-latency compressed video, while maintaining
high quality. First, the low-latency compression logic 404 generates only I
frames and P frames, thereby alleviating the need to wait several frame
times to decode each B frame. In addition, as illustrated in Figure 7a, in
one embodiment, the low-latency compression logic 404 subdivides each
uncompressed frame 701-760 into a series of "tiles" and individually
encodes each tile as either an I frame or a P frame. The group of
compressed I frames and P frames are referred to herein as "R frames"
711-770. In the specific example shown in Figure 7a, each
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uncompressed frame is subdivided into a 4 x 4 matrix of 16 tiles.
However, these underlying principles are not limited to any particular
subdivision scheme.
[0169] In one embodiment, the low-latency compression logic 404
divides up the video frame into a number of tiles, and encodes (i.e.,
compresses) one tile from each frame as an I frame (i.e., the tile is
compressed as if it is a separate video frame of 1/16 1h the size of the full
image, and the compression used for this "mini" frame is I frame
compression) and the remaining tiles as P frames (i.e., the compression
used for each "mini" 1/16 1h frame is P frame compression). Tiles
compressed as I frames and as P frames shall be referred to as "I tiles"
and "P tiles", respectively. With each successive video frame, the tile to
be encoded as an I tile is changed. Thus, in a given frame time, only one
tile of the tiles in the video frame is an I tile, and the remainder of the
tiles
are P tiles. For example, in Figure 7a, tile 0 of uncompressed frame 701
is encoded as I tile 10 and the remaining 1-15 tiles are encoded as P tiles
P1 through P15 to produce R frame 711. In the next uncompressed video
frame 702, tile 1 of uncompressed frame 701 is encoded as I tile 11 and
the remaining tiles 0 and 2 through 15 are encoded as P tiles, PO and P2
through P15, to produce R frame 712. Thus, the I tiles and P tiles for tiles
are progressively interleaved in time over successive frames. The
process continues until a R tile 770 is generated with the last tile in the
matrix encoded as an I tile (i.e., 115). The process then starts over,
generating another R frame such as frame 711 (i.e., encoding an I tile for
tile 0) etc. Although not illustrated in Figure 7a, in one embodiment, the
first R frame of the video sequence of R frames contains only I tiles (i.e.,
so that subsequent P frames have reference image data from which to
calculate motion). Alternatively, in one embodiment, the startup sequence
uses the same I tile pattern as normal, but does not include P tiles for
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those tiles that have not yet been encoded with an I tile. In other words,
certain tiles are not encoded with any data until the first I tile arrives,
thereby avoiding startup peaks in the video stream data rate 934 in
Figure 9a, which is explained in further detail below. Moreover, as
described below, various different sizes and shapes may be used for the
tiles while still complying with these underlying principles.
[0170] The video decompression logic 412 running on the client
415 decompresses each tile as if it is a separate video sequence of small
I and P frames, and then renders each tile to the frame buffer driving
display device 422. For example, to and PO from R frames 711 to 770 are
used to decompress and render tile 0 of the video image. Similarly, I, and
P1 from R frames 711 to 770 are used to reconstruct tile 1, and so on. As
mentioned above, decompression of I frames and P frames is well known
in the art, and decompression of I tiles and P tiles can be accomplished by
having a multiple instances of a video decompressor running in the client
415. Although multiplying processes would seem to increase the
computational burden on client 415, it actually doesn't because the tile
themselves are proportionally smaller relative to the number of additional
processes, so the number of pixels displayed is the same as if there were
one process and using conventional full sized I and P frames.
[0171] This R frame technique significantly mitigates the bandwidth
peaks typically associated with I frames illustrated in Figures 6b and 6c
because any given frame is mostly made up of P frames which are
typically smaller than I frames. For example, assuming again that a typical
I frame is 160Kb, then the I tiles of each of the frames illustrated in Figure
7a would be roughly 1/16 of this amount or 10Kb. Similarly, assuming
that a typical P frame is 16 Kb, then the P frames for each of the tiles
illustrated in Figure 7a may be roughly 1 Kb The end result is an R frame
of approximately 10Kb + 15 * 1 Kb = 25Kb. So, each 60-frame sequence
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would be 25Kb * 60 = 1.5Mbps. So, at 60 frames/second, this would
require a channel capable of sustaining a bandwidth of 1.5Mbps, but with
much lower peaks due to I tiles being distributed throughout the 60-frame
interval.
[0172] Note that in previous examples with the same assumed data
rates for I frames and P frames, the average data rate was 1.1 Mbps. This
is because in the previous examples, a new I frame was only introduced
once every 60 frame times, whereas in this example, the 16 tiles that
make up an I frame cycle through in 16 frames times, and as such the
equivalent of an I frame is introduced every 16 frame times, resulting in a
slightly higher average data rate. In practice, though, introducing more
frequent I frames does not increase the data rate linearly. This is due to
the fact that a P frame (or a P tile) primarily encodes the difference from
the prior frame to the next. So, if the prior frame is quite similar to the
next
frame, the P frame will be very small, if the prior frame is quite different
from the next frame, the P frame will be very large. But because a P frame
is largely derived from the previous frame, rather than from the actual
frame, the resulting encoded frame may contain more errors (e.g., visual
artifacts) than an I frame with an adequate number of bits. And, when one
P frame follows another P frame, what can occur is an accumulation of
errors that gets worse when there is a long sequence of P frames. Now, a
sophisticated video compressor will detect the fact that the quality of the
image is degrading after a sequence of P frames and, if necessary, it will
allocate more bits to subsequent P frames to bring up the quality or, if it is
the most efficient course of action, replace a P frame with an I frame. So,
when long sequences of P frames are used (e.g., 59 P frames, as in prior
examples above) particularly when the scene has a great deal of
complexity and/or motion, typically, more bits are needed for P frames as
they get further removed from an I frame.
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[0173] Or, to look at P frames from the opposite point of view, P
frames that closely follow an I frame tend to require less bits than P
frames that are further removed from an I frame. So, in the example
shown in Figure 7a, no P frame is further than 15 frames removed from an
I frame that precedes it, where as in the prior example, a P frame could be
59 frames removed from an I frame. Thus, with more frequent I frames,
the P frames are smaller. Of course, the exact relative sizes will vary
based on the nature of the video stream, but in the example of Figure 7a,
if an I tile is 10Kb, P tiles on average, may be only 0.75kb in size resulting
in 10Kb + 15 * 0.75Kb = 21.25Kb, or at 60 frames per second, the data
rate would be 21.25Kb * 60 = 1.3Mbps, or about 16% higher data rate
than a stream with an I frame followed by 59 P frames at 1.1 Mbps. Once,
again, the relative results between these two approaches to video
compression will vary depending up on the video sequence, but typically,
we have found empirically that using R-frames require about 20% more
bits for a given level of quality than using I /P frame sequences. But, of
course, R frames dramatically reduce the peaks which make the video
sequences usable with far less latency than I/P frame sequences.
[0174] R frames can be configured in a variety of different ways,
depending upon the nature of the video sequence, the reliability of the
channel, and the available data rate. In an alternative embodiment, a
different number of tiles is used than 16 in a 4x4 configuration. For
example 2 tiles may be used in a 2x1 or 1x2 configuration, 4 tiles may be
used in a 2x2, 4x1 or 1x4 configuration, 6 tiles may be used in a 3x2, 2x3,
6x1 or 1 x6 configurations or 8 tiles may be used in a 4x2 (as shown in
Figure 7b), 2x4, 8x1 or 1x8 configuration. Note that the tiles need not be
square, nor must the video frame be square, or even rectangular. The
tiles can be broken up into whatever shape best suits the video stream
and the application used.
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[0175] In another embodiment, the cycling of the I and P tiles is not
locked to the number of tiles. For example, in an 8-tile 4x2 configuration, a
16-cycle sequence can still be used as illustrated in Figure 7b. Sequential
uncompressed frames 721, 722, 723 are each divided into 8 tiles, 0-7 and
each tile is compressed individually. From R frame 731, only tile 0 is
compressed as an I tile, and the remaining tiles are compressed as P
tiles. For subsequent R frame 732 all of the 8 tiles are compressed as P
tiles, and then for subsequent R frame 733, tile 1 is compressed as an I
tile and the other tiles are all compressed as P tiles. And, so the
sequencing continues for 16 frames, with an I tile generated only every
other frame, so the last I tile is generated for tile 7 during the 15th frame
time (not shown in Figure 7b) and during the 16th frame time R frame 780
is compressed using all P tiles. Then, the sequence begins again with tile
0 compressed as an I tile and the other tiles compressed as P tiles. As in
the prior embodiment, the very first frame of the entire video sequence
would typically be all I tiles, to provide a reference for P tiles from that
point forward. The cycling of I tiles and P tiles need not even be an even
multiple of the number of tiles. For example, with 8 tiles, each frame with
an I tile can be followed by 2 frames with all P tiles, before another I tile
is
used. In yet another embodiment, certain tiles may be sequenced with I
tiles more often than other tiles if, for example, certain areas of the screen
are known to have more motion requiring from frequent I tiles, while
others are more static (e.g., showing a score for a game) requiring less
frequent I tiles. Moreover, although each frame is illustrated in Figures
7a-b with a single I tile, multiple I tiles may be encoded in a single frame
(depending on the bandwidth of the transmission channel). Conversely,
certain frames or frame sequences may be transmitted with no I tiles (i.e.,
only P tiles).
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[0176] The reason the approaches of the preceding paragraph
works well is that while not having I tiles distributed across every single
frame would seem to be result in larger peaks, the behavior of the system
is not that simple. Since each tile is compressed separately from the other
tiles, as the tiles get smaller the encoding of each tile can become less
efficient, because the compressor of a given tile is not able to exploit
similar image features and similar motion from the other tiles. Thus,
dividing up the screen into 16 tiles generally will result in a less efficient
encoding than dividing up the screen into 8 tiles. But, if the screen is
divided into 8 tiles and it causes the data of a full I frame to be introduced
every 8 frames instead of every 16 frames, it results in a much higher data
rate overall. So, by introducing a full I frame every 16 frames instead of
every 8 frames, the overall data rate is reduced. Also, by using 8 larger
tiles instead of 16 smaller tiles, the overall data rate is reduced, which
also
mitigates to some degree the data peaks caused by the larger tiles.
[0177] In another embodiment, the low-latency video compression
logic 404 in Figures 7a and 7b controls the allocation of bits to the various
tiles in the R frames either by being pre-configured by settings, based on
known characteristics of the video sequence to be compressed, or
automatically, based upon an ongoing analysis of the image quality in
each tile. For example, in some racing video games, the front of the
player's car (which is relatively motionless in the scene) takes up a large
part of the lower half of the screen, whereas the upper half of the screen
is entirely filled with the oncoming roadway, buildings and scenery, which
is almost always in motion. If the compression logic 404 allocates an
equal number of bits to each tile, then the tiles on the bottom half of the
screen (tiles 4-7) in uncompressed frame 721 in Figure 7b, will generally
be compressed with higher quality than tiles than the tiles in the upper half
of the screen (tiles 0-3) in uncompressed frame 721 in Figure 7b. If this
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particular game, or this particular scene of the game is known to have
such characteristics, then the operators of the hosting service 210 can
configure the compression logic 404 to allocate more bits to the tiles in the
top of the screen than to tiles at the bottom of the screen. Or, the
compression logic 404 can evaluate the quality of the compression of the
tiles after frames are compressed (using one or more of many
compression quality metrics, such as Peak Signal-To-Noise Ratio
(PSNR)) and if it determines that over a certain window of time, certain
tiles are consistently producing better quality results, then it gradually
allocates more bits to tiles that are producing lower quality results, until
the various tiles reach a similar level of quality. In an alternative
embodiment, the compressor logic 404 allocates bits to achieve higher
quality in a particular tile or group of tiles. For example, it may provide a
better overall perceptual appearance to have higher quality in the center
of the screen than at the edges.
[0178] In one embodiment, to improve resolution of certain regions
of the video stream, the video compression logic 404 uses smaller tiles to
encode areas of the video stream with relatively more scene complexity
and/or motion than areas of the video stream with relatively less scene
complexity and/or motion. For example, as illustrated in Figure 8, smaller
tiles are employed around a moving character 805 in one area of one R
frame 811 (potentially followed by a series of R frames with the same tile
sizes (not shown)). Then, when the character 805 moves to a new area
of the image, smaller tiles are used around this new area within another R
frame 812, as illustrated. As mentioned above, various different sizes and
shapes may be employed as "tiles" while still complying with these
underlying principles.
[0179] While the cyclic I/P tiles described above substantially
reduce the peaks in the data rate of a video stream, they do not eliminate
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the peaks entirely, particularly in the case of rapidly-changing or highly
complex video imagery, such as occurs with motion pictures, video
games, and some application software. For example, during a sudden
scene transition, a complex frame may be followed by another complex
frame that is completely different. Even though several I tiles may have
preceded the scene transition by only a few frame times, they don't help in
this situation because the new frame's material has no relation to the
previous I tiles. In such a situation (and in other situations where even
though not everything changes, much of the image changes), the video
compressor 404 will determine that many, if not all, of the P tiles are more
efficiently coded as I tiles, and what results is a very large peak in the
data
rate for that frame.
[0180] As discussed previously, it is simply the case that with most
consumer-grade Internet connections (and many office connections), it
simply is not feasible to "jam" data that exceeds the available maximum
data rate shown as 622 in Figure 6c, along with the rated maximum data
rate 621. Note that the rated maximum data rate 621 (e.g., "6Mbps DSL")
is essentially a marketing number for users considering the purchase of
an Internet connection, but generally it does not guarantee a level of
performance. For the purposes of this application, it is irrelevant, since
our only concern is the available maximum data rate 622 at the time the
video is streamed through the connection. Consequently, in Figures 9a
and 9c, as we describe a solution to the peaking problem, the rated
maximum data rate is omitted from the graph, and only the available
maximum data rate 922 is shown. The video stream data rate must not
exceed the available maximum data rate 922.
[0181] To address this, the first thing that the video compressor 404
does is determine a peak data rate 941, which is a data rate the channel
is able to handle steadily. This rate can be determined by a number of
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techniques. One such technique is by gradually sending an increasingly
higher data rate test stream from the hosting service 210 to the client 415
in Figures 4a and 4b, and having the client provide feedback to the
hosting service as to the level of packet loss and latency. As the packet
loss and/or latency begins to show a sharp increase, that is an indication
that the available maximum data rate 922 is being reached. After that, the
hosting service 210 can gradually reduce the data rate of the test stream
until the client 415 reports that for a reasonable period of time the test
stream has been received with an acceptable level of packet loss and the
latency is near minimal. This establishes a peak maximum data rate 941,
which will then be used as a peak data rate for streaming video. Over
time, the peak data rate 941 will fluctuate (e.g., if another user in a
household starts to heavily use the Internet connection), and the client
415 will need to constantly monitor it to see whether packet loss or latency
increases, indicating the available max data rate 922 is dropping below
the previously established peak data rate 941, and if so the peak data rate
941. Similarly, if over time the client 415 finds that the packet loss and
latency remain at optimal levels, it can request that the video compressor
slowly increases the data rate to see whether the available maximum data
rate has increased (e.g., if another user in a household has stopped
heavy use of the Internet connection), and again waiting until packet loss
and/or higher latency indicates that the available maximum data rate 922
has been exceeded, and again a lower level can be found for the peak
data rate 941, but one that is perhaps higher than the level before testing
an increased data rate. So, by using this technique (and other techniques
like it) a peak data rate 941 can be found, and adjusted periodically as
needed. The peak data rate 941 establishes the maximum data rate that
can be used by the video compressor 404 to stream video to the user.
The logic for determining the peak data rate may be implemented at the
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user premises 211 and/or on the hosting service 210. At the user
premises 211, the client device 415 performs the calculations to
determine the peak data rate and transmits this information back to the
hosting service 210; at the hosting service 210, a server 402 at the
hosting service performs the calculations to determine the peak data rate
based on statistics received from the client 415 (e.g., packet loss, latency,
max data rate, etc).
[0182] Figure 9a shows an example video stream data rate 934
that has substantial scene complexity and/or motion that has been
generated using the cyclic I/P tile compression techniques described
previously and illustrated in Figures 7a, 7b and 8. The video compressor
404 has been configured to output compressed video at an average data
rate that is below the peak data rate 941, and note that, most of the time,
the video stream data rate remains below the peak data rate 941. A
comparison of data rate 934 with video stream data rate 634 shown in
Figure 6c created using I/P/B or I/P frames shows that the cyclic I/P tile
compression produces a much smoother data rate. Still, at frame 2x peak
952 (which approaches 2x the peak data rate 942) and frame 4x peak 954
(which approaches 4x the peak data rate 944), the data rate exceeds the
peak data rate 941, which is unacceptable. In practice, even with high
action video from rapidly changing video games, peaks in excess of peak
data rate 941 occur in less than 2% of frames, peaks in excess of 2x peak
data rate 942 occur rarely, and peaks in excess of 3x peak data rate 943
occur hardly ever. But, when they do occur (e.g., during a scene
transition), the data rate required by them is necessary to produce a good
quality video image.
[0183] One way to solve this problem is simply to configure the
video compressor 404 such that its maximum data rate output is the peak
data rate 941. Unfortunately, the resulting video output quality during the
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peak frames is poor since the compression algorithm is "starved" for bits.
What results is the appearance of compression artifacts when there are
sudden transitions or fast motion, and in time, the user comes to realize
that the artifacts always crop up when there is sudden changes or rapid
motion, and they can become quite annoying.
[0184] Although the human visual system is quite sensitive to visual
artifacts that appear during sudden changes or rapid motion, it is not very
sensitive to detecting a reduction in frame rate in such situations. In fact,
when such sudden changes occur, it appears that the human visual
system is preoccupied with tracking the changes, and it doesn't notice if
the frame rate briefly drops from 60fps to 30fps, and then returns
immediately to 60fps. And, in the case of a very dramatic transition, like a
sudden scene change, the human visual system doesn't notice if the
frame rate drops to 20fps or even 15fps, and then immediately returns to
60fps. So long as the frame rate reduction only occurs infrequently, to a
human observer, it appears that the video has been continuously running
at 60fps.
[0185] This property of the human visual system is exploited by the
techniques illustrated in Figure 9b. A server 402 (from Figures 4a and 4b)
produces an uncompressed video output stream at a steady frame rate (at
60fps in one embodiment). A timeline shows each frame 961-970 output
each 1 /60th second. Each uncompressed video frame, starting with frame
961, is output to the low-latency video compressor 404, which
compresses the frame in less than a frame time, producing for the first
frame compressed frame 1 981. The data produced for the compressed
frame 1 981 may be larger or smaller, depending upon many factors, as
previously described. If the data is small enough that it can be transmitted
to the client 415 in a frame time (1 /60th second) or less at the peak data
rate 941, then it is transmitted during transmit time (xmit time) 991 (the
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length of the arrow indicates the duration of the transmit time). In the next
frame time, server 402 produces uncompressed frame 2 962, it is
compressed to compressed frame 2 982, and it is transmitted to client 415
during transmit time 992, which is less than a frame time at peak data rate
941.
[0186] Then, in the next frame time, server 402 produces
uncompressed frame 3 963. When it is compressed by video compressor
404, the resulting compressed frame 3 983 is more data than can be
transmitted at the peak data rate 941 in one frame time. So, it is
transmitted during transmit time (2x peak) 993, which takes up all of the
frame time and part of the next frame time. Now, during the next frame
time, server 402 produces another uncompressed frame 4 964 and
outputs it to video compressor 404 but the data is ignored and illustrated
with 974. This is because video compressor 404 is configured to ignore
further uncompressed video frames that arrive while it is still transmitting a
prior compressed frame. Of course client 415's video decompressor will
fail to receive frame 4, but it simply continues to display on display device
422 frame 3 for 2 frame times (i.e., briefly reduces the frame rate from
60fps to 30fps).
[0187] For the next frame 5, server 402 outputs uncompressed
frame 5 965, is compressed to compressed frame 5 985 and transmitted
within 1 frame during transmit time 995. Client 415's video decompressor
decompresses frame 5 and displays it on display device 422. Next, server
402 outputs uncompressed frame 6 966, video compressor 404
compresses it to compressed frame 6 986, but this time the resulting data
is very large. The compressed frame is transmitted during transmit time
(4x peak) 996 at the peak data rate 941, but it takes almost 4 frame times
to transmit the frame. During the next 3 frame times, video compressor
404 ignores 3 frames from server 402, and client 415's decompressor
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holds frame 6 steadily on the display device 422 for 4 frames times (i.e.,
briefly reduces the frame rate from 60fps to 15fps). Then finally, server
402 outputs frame 10 970, video compressor 404 compresses it into
compressed frame 10 987, and it is transmitted during transmit time 997,
and client 415's decompressor decompresses frame 10 and displays it on
display device 422 and once again the video resumes at 60fps.
[0188] Note that although video compressor 404 drops video
frames from the video stream generated by server 402, it does not drop
audio data, regardless of what form the audio comes in, and it continues
to compress the audio data when video frames are dropped and transmit
them to client 415, which continues to decompress the audio data and
provide the audio to whatever device is used by the user to playback the
audio. Thus audio continues unabated during periods when frames are
dropped. Compressed audio consumes a relatively small percentage of
bandwidth, compared to compressed video, and as result does not have a
major impact on the overall data rate. Although it is not illustrated in any
of
the data rate diagrams, there is always data rate capacity reserved for the
compressed audio stream within the peak data rate 941.
[0189] The example just described in Figure 9b was chosen to
illustrate how the frame rate drops during data rate peaks, but what it
does not illustrate is that when the cyclic I/P tile techniques described
previously are used, such data rate peaks, and the consequential dropped
frames are rare, even during high scene complexity/high action
sequences such as those that occur in video games, motion pictures and
some application software. Consequently, the reduced frame rates are
infrequent and brief, and the human visual system does not detect them.
[0190] If the frame rate reduction mechanism just described is
applied to the video stream data rate illustrated in Figure 9a, the resulting
video stream data rate is illustrated in Figure 9c. In this example, 2x peak
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952 has been reduced to flattened 2x peak 953, and 4x peak 955 has
been reduced to flattened 4x peak 955, and the entire video stream data
rate 934 remains at or below the peak data rate 941.
[0191] Thus, using the techniques described above, a high action
video stream can be transmitted with low latency through the general
Internet and through a consumer-grade Internet connection. Further, in an
office environment on a LAN (e.g., 100Mbs Ethernet or 802.11 g wireless)
or on a private network (e.g., 100Mbps connection between a data center
an offices) a high action video stream can be transmitted without peaks so
that multiple users (e.g., transmitting 1920x1080 at 60fps at 4.5Mbps) can
use the LAN or shared private data connection without having overlapping
peaks overwhelming the network or the network switch backplanes.
[0192] DATA RATE ADJUSTMENT
[0193] In one embodiment, the hosting service 210 initially
assesses the available maximum data rate 622 and latency of the channel
to determine an appropriate data rate for the video stream and then
dynamically adjusts the data rate in response. To adjust the data rate, the
hosting service 210 may, for example, modify the image resolution and/or
the number of frames/second of the video stream to be sent to the client
415. Also, the hosting service can adjust the quality level of the
compressed video. When changing the resolution of the video stream,
e.g., from a 1280 x 720 resolution to a 640 x 360 the video
decompression logic 412 on the client 415 can scale up the image to
maintain the same image size on the display screen.
[0194] In one embodiment, in a situation where the channel
completely drops out, the hosting service 210 pauses the game. In the
case of a multiplayer game, the hosting service reports to the other users
that the user has dropped out of the game and/or pauses the game for the
other users.
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[0195] DROPPED OR DELAYED PACKETS
[0196] In one embodiment, if data is lost due to packet loss
between the video compressor 404 and client 415 in Figures 4a or 4b, or
due to a packet being received out of order that arrives too late to
decompress and meet the latency requirements of the decompressed
frame, the video decompression logic 412 is able to mitigate the visual
artifacts. In a streaming I/P frame implementation, if there is a lost/delayed
packet, the entire screen is impacted, potentially causing the screen to
completely freeze for a period of time or show other screen-wide visual
artifacts. For example, if a lost/delayed packet causes the loss of an I
frame, then the decompressor will lack a reference for all of the P frames
that follow until a new I frame is received. If a P frame is lost, then it
will
impact the P frames for the entire screen that follow. Depending on how
long it will be before an I frame appears, this will have a longer or shorter
visual impact. Using interleaved I/P tiles as shown in Figures 7a and 7b, a
lost/delayed packet is much less likely to impact the entire screen since it
will only affect the tiles contained in the affected packet. If each tile's
data
is sent within an individual packet, then if a packet is lost, it will only
affect
one tile. Of course, the duration of the visual artifact will depend on
whether an I tile packet is lost and, if a P tile is lost, how many frames it
will take until an I tile appears. But, given that different tiles on the
screen
are being updated with I frames very frequently (potentially every frame),
even if one tile on the screen is affected, other tiles may not be. Further,
if
some event cause a loss of several packets at once (e.g., spike in power
next to a DSL line that briefly disrupts the data flow), then some of the
tiles will be affected more than others, but because some tiles will quickly
be renewed with a new I tile, they will be only briefly affected. Also, with a
streaming I/P frame implementation, not only are the I frames the most
critical frame, but the I frames are extremely large, so if there is an event
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that causes a dropped/delayed packet, there is a higher probability that an
I frame will be affected (i.e., if any part of an I frame is lost, it is
unlikely
that the I frame can be decompressed at all) than a much smaller I tile.
For all of these reasons, using I/P tiles results in far fewer visual
artifacts
when packets are dropped/delayed than with I/P frames.
[0197] One embodiment attempts to reduce the effect of lost
packets by intelligently packaging the compressed tiles within the TCP
(transmission control protocol) packets or UDP (user datagram protocol)
packets. For example, in one embodiment, tiles are aligned with packet
boundaries whenever possible. Figure 1 Oa illustrates how tiles might be
packed within a series of packets 1001-1005 without implementing this
feature. Specifically, in Figure 1 Oa, tiles cross packet boundaries and are
packed inefficiently so that the loss of a single packet results in the loss
of
multiple frames. For example, if packets 1003 or 1004 are lost, three tiles
are lost, resulting in visual artifacts.
[0198] By contrast, Figure 1 Ob illustrates tile packing logic 1010 for
intelligently packing tiles within packets to reduce the effect of packet
loss.
First, the tile packing logic 1010 aligns tiles with packet boundaries. Thus,
tiles T1, T3, T4, T7, and T2 are aligned with the boundaries of packets
1001-1005, respectively. The tile packing logic also attempts to fit tiles
within packets in the most efficient manner possible, without crossing
packet boundaries. Based on the size of each of the tiles, tiles T1 and T6
are combined in one packet 1001; T3 and T5 are combined in one packet
1002; tiles T4 and T8 are combined in one packet 1003; tile T8 is added
to packet 1004; and tile T2 is added to packet 1005. Thus, under this
scheme, a single packet loss will result in the loss of no more than 2 tiles
(rather than 3 tiles as illustrated in Figure 1 Oa).
[0199] One additional benefit to the embodiment shown in Figure
1 Ob is that the tiles are transmitted in a different order in which they are
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displayed within the image. This way, if adjacent packets are lost from the
same event interfering with the transmission it will affect areas which are
not near each other on the screen, creating a less noticeable artifacting on
the display.
[0200] One embodiment employs forward error correction (FEC)
techniques to protect certain portions of the video stream from channel
errors. As is known in the art, FEC techniques such as Reed-Solomon
and Viterbi generate and append error correction data information to data
transmitted over a communications channel. If an error occurs in the
underlying data (e.g., an I frame), then the FEC may be used to correct
the error.
[0201] FEC codes increase the data rate of the transmission, so
ideally, they are only used where they are most needed. If data is being
sent that would not result in a very noticeable visual artifact, it may be
preferable to not use FEC codes to protect the data. For example, a P tile
that immediately precedes an I tile that is lost will only create a visual
artifact (i.e., on tile on the screen will not be updated) for 1 /60th of
second
on the screen. Such a visual artifact is barely detectable by the human
eye. As P tiles are further back from an I tile, losing a P tile becomes
increasingly more noticeable. For example, if a tile cycle pattern is an I
tile followed by 15 P tiles before an I tile is available again, then if the P
tile immediately following an I tile is lost, it will result in that tile
showing an
incorrect image for 15 frame times (at 60 fps, that would be 250ms). The
human eye will readily detect a disruption in a stream for 250ms. So, the
further back a P tile is from a new I tile (i.e., the closer a P tiles follows
an
I tile), the more noticeable the artifact. As previously discussed, though, in
general, the closer a P tile follows an I tile, the smaller the data for that
P
tile. Thus, P tiles following I tiles not only are more critical to protect
from
being lost, but they are smaller in size. And, in general, the smaller the
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data is that needs to be protected, the smaller the FEC code needs to be
to protect it.
[0202] So, as illustrated in Figure 11 a, in one embodiment,
because of the importance of I tiles in the video stream, only I tiles are
provided with FEC codes. Thus, FEC 1101 contains error correction code
for I tile 1100 and FEC 1104 contains error correction code for I tile 1103.
In this embodiment, no FEC is generated for the P tiles.
[0203] In one embodiment illustrated in Figure 11 b FEC codes are
also generated for P tiles which are most likely to cause visual artifacts if
lost. In this embodiment, FECs 1105 provide error correction codes for the
first 3 P tiles, but not for the P tiles that follow. In another embodiment,
FEC codes are generated for P tiles which are smallest in data size
(which will tend to self-select P tiles occurring the soonest after an I tile,
which are the most critical to protect).
[0204] In another embodiment, rather than sending an FEC code
with a tile, the tile is transmitted twice, each time in a different packet.
If
one packet is lost/delayed, the other packet is used.
[0205] In one embodiment, shown in Figure 11 c, FEC codes 1111
and 1113 are generated for audio packets, 1110 and 1112, respectively,
transmitted from the hosting service concurrently with the video. It is
particularly important to maintain the integrity of the audio in a video
stream because distorted audio (e.g., clicking or hissing) will result in a
particularly undesirable user experience. The FEC codes help to ensure
that the audio content is rendered at the client computer 415 without
distortion.
[0206] In another embodiment, rather than sending an FEC code
with audio data, the audio data is transmitted twice, each time in a
different packet. If one packet is lost/delayed, the other packet is used.
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[0207] In addition, in one embodiment illustrated in Figure 1 1d,
FEC codes 1121 and 1123 are used for user input commands 1120 and
1122, respectively (e.g., button presses) transmitted upstream from the
client 415 to the hosting service 210. This is important because missing a
button press or a mouse movement in a video game or an application
could result in an undesirable user experience.
[0208] In another embodiment, rather than sending an FEC code
with user input command data, the user input command data is
transmitted twice, each time in a different packet. If one packet is
lost/delayed, the other packet is used.
[0209] In one embodiment, the hosting service 210 assesses the
quality of the communication channel with the client 415 to determine
whether to use FEC and, if so, what portions of the video, audio and user
commands to which FEC should be applied. Assessing the "quality" of
the channel may include functions such as evaluating packet loss,
latency, etc, as described above. If the channel is particularly unreliable,
then the hosting service 210 may apply FEC to all of I tiles, P tiles, audio
and user commands. By contrast, if the channel is reliable, then the
hosting service 210 may apply FEC only to audio and user commands, or
may not apply FEC to audio or video, or may not use FEC at all. Various
other permutations of the application of FEC may be employed while still
complying with these underlying principles. In one embodiment, the
hosting service 210 continually monitors the conditions of the channel and
changes the FEC policy accordingly.
[0210] In another embodiment, referring to Figures 4a and 4b,
when a packet is lost/delayed resulting in the loss of tile data or if,
perhaps because of a particularly bad packet loss, the FEC is unable to
correct lost tile data, the client 415 assesses how many frames are left
before a new I tile will be received and compares it to the round-trip
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latency from the client 415 to hosting service 210. If the round-trip latency
is less than the number of frames before a new I tile is due to arrive, then
the client 415 sends a message to the hosting service 210 requesting a
new I tile. This message is routed to the video compressor 404, and
rather than generating a P tile for the tile whose data had been lost, it
generates an I tile. Given that the system shown in Figs. 4a and 4b is
designed to provide a round-trip latency that is typically less than 80ms,
this results in a tile being corrected within 80ms (at 60fps, frames are
16.67ms of duration, thus in full frame times, 80ms latency would result in
a corrected a tile within 83.33ms, which is 5 frame times-a noticeable
disruption, but far less noticeable than, for example, a 250ms disruption
for 15 frames). When the compressor 404 generates such an I tile out of
its usual cyclic order, if the I tile would cause the bandwidth of that frame
to exceed the available bandwidth, then the compressor 404 will delay the
cycles of the other tiles so that the other tiles receive P tiles during that
frame time (even if one tile would normally be due an I tile during that
frame), and then starting with the next frame the usual cycling will
continue, and the tile that normally would have received an I tile in the
preceding frame will receive an I tile. Although this action briefly delays
the phase of the R frame cycling, it normally will not be noticeable visually.
[0211] VIDEO AND AUDIO COMPRESSOR/DECOMPRESSOR
IMPLEMENTATION
[0212] Figure 12 illustrates one particular embodiment in which a
multi-core and/or multi-processor 1200 is used to compress 8 tiles in
parallel. In one embodiment, a dual processor, quad core Xeon CPU
computer system running at 2.66 GHz or higher is used, with each core
implementing the open source x264 H.264 compressor as an independent
process. However, various other hardware/software configurations may
be used while still complying with these underlying principles. For
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example, each of the CPU cores can be replaced with an H.264
compressor implemented in an FPGA. In the example shown in Figure 12,
cores 1201-1208 are used to concurrently process the I tiles and P tiles as
eight independent threads. As is well known in the art, current multi-core
and multi-processor computer systems are inherently capable of multi-
threading when integrated with multi-threading operating systems such as
Microsoft Windows XP Professional Edition (either 64-bit or the 32-bit
edition) and Linux.
[0213] In the embodiment illustrated in Figure 12, since each of the
8 cores is responsible for just one tile, it operates largely independently
from the other cores, each running a separate instantiation of x264. A PCI
Express x1-based DVI capture card, such as the Sendero Video Imaging
IP Development Board from Microtronix of Oosterhout, The Netherlands is
used to capture uncompressed video at 640x480, 800x600, or 1280x720
resolution, and the FPGA on the card uses Direct Memory Access (DMA)
to transfer the captured video through the DVI bus into system RAM. The
tiles are arranged in a 4x2 arrangement 1205 (although they are
illustrated as square tiles, in this embodiment they are of 160x240
resolution). Each instantiation of x264's is configured to compress one of
the 8 160x240 tiles, and they are synchronized such that, after an initial I
tile compression, each core enters into a cycle, each one frame out of
phase with the other, to compress one I tile followed by seven P tiles, and
illustrated in Figure 12.
[0214] Each frame time, the resulting compressed tiles are
combined into a packet stream, using the techniques previously
described, and then the compressed tiles are transmitted to a destination
client 415.
[0215] Although not illustrated in Figure 12, if the data rate of the
combined 8 tiles exceeds a specified peak data rate 941, then all 8 x264
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processes are suspended for as many frame times as are necessary until
the data for the combined 8 tiles has been transmitted.
[0216] In one embodiment, client 415 is implemented as software
on a PC running 8 instantiations of FFmpeg. A receiving process receives
the 8 tiles, and each tile is routed to an FFmpeg instantiation, which
decompresses the tile and renders it to an appropriate tile location on the
display device 422.
[0217] The client 415 receives keyboard, mouse, or game controller
input from the PC's input device drivers and transmits it to the server 402.
The server 402 then applies the received input device data and applies it
to the game or application running on the server 402, which is a PC
running Windows using an Intel 2.16GHz Core Duo CPU. The server 402
then produces a new frame and outputs it through its DVI output, either
from a motherboard-based graphics system, or through a NVIDIA
8800GTX PCI Express card's DVI output.
[0218] Simultaneously, the server 402 outputs the audio produced
by game or applications through its digital audio output (e.g., S/PDIF),
which is coupled to the digital audio input on the dual quad-core Xeon-
based PC that is implementing the video compression. A Vorbis open
source audio compressor is used to compress the audio simultaneously
with the video using whatever core is available for the process thread. In
one embodiment, the core that completes compressing its tile first
executes the audio compression. The compressed audio is then
transmitted along with the compressed video, and is decompressed on
the client 415 using a Vorbis audio decompressor.
[0219] HOSTING SERVICE SERVER CENTER DISTRIBUTION
[0220] Light through glass, such as optical fiber, travels at some
fraction of the speed of light in a vacuum, and so an exact propagation
speed for light in optical fiber could be determined. But, in practice,
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allowing time for routing delays, transmission inefficiencies, and other
overhead, we have observed that optimal latencies on the Internet reflect
transmission speeds closer to 50% the speed of light. Thus, an optimal
1000 mile round trip latency is approximately 22ms, and an optimal 3000
mile round trip latency is about 64ms. Thus, a single server on one US
coast will be too far away to serve clients on the other coast (which can be
as far as 3000 miles away) with the desired latency. However, as
illustrated in Figure 13a, if the hosting service 210 server center 1300 is
located in the center of the US (e.g., Kansas, Nebraska, etc.), such that
the distance to any point in the continental US is approximately 1500
miles or less, the round trip Internet latency could be as low as 32 ms.
Referring to Figure 4b, note that although the worst-case latencies
allowed for the user ISP 453 is 25ms, typically, we have observed
latencies closer to 10-15ms with DSL and cable modem systems. Also,
Figure 4b assumes a maximum distance from the user premises 211 to
the hosting center 210 of 1000 miles. Thus, with a typical user ISP round
trip latency of 15ms used and a maximum Internet distance of 1500 miles
for a round trip latency of 32ms, the total round trip latency from the point
a user actuates input device 421 and sees a response on display device
422 is 1+1 +15+32+1+16+6+8 = 80ms. So, the 80ms response time can
be typically achieved over an Internet distance of 1500 miles. This would
allow any user premises with a short enough user ISP latency 453 in the
continental US to access a single server center that is centrally located.
[0221] In another embodiment, illustrated in Figure 13b, the hosting
service 210 server centers, HS1-HS6, are strategically positioned around
the United States (or other geographical region), with certain larger
hosting service server centers positioned close to high population centers
(e.g., HS2 and HS5). In one embodiment, the server centers HS1-HS6
exchange information via a network 1301 which may be the Internet or a
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private network or a combination of both. With multiple server centers,
services can be provided at lower latency to users that have high user ISP
latency 453.
[0222] Although distance on the Internet is certainly a factor that
contributes to round trip latency through the Internet, sometimes other
factors come into play that are largely unrelated to latency. Sometimes a
packet stream is routed through the Internet to a far away location and
back again, resulting in latency from the long loop. Sometimes there is
routing equipment on the path that is not operating properly, resulting in a
delay of the transmission. Sometimes there is a traffic overloading a path
which introduces delay. And, sometimes, there is a failure that prevents
the user's ISP from routing to a given destination at all. Thus, while the
general Internet usually provides connections from one point to another
with a fairly reliable and optimal route and latency that is largely
determined by distance (especially with long distance connections that
result in routing outside of the user's local area) such reliability and
latency is by no means guaranteed and often cannot be achieved from a
user's premises to a given destination on the general Internet.
[0223] In one embodiment, when a user client 415 initially connects
to the hosting service 210 to play a video game or use an application, the
client communicates with each of the hosting service server centers HS1-
HS6 available upon startup (e.g., using the techniques described above).
If the latency is low enough for a particular connection, then that
connection is used. In one embodiment, the client communicates with all,
or a subset, of the hosting service server centers the one with the lowest
latency connection is selected. The client may select the service center
with the lowest latency connection or the service centers may identify the
one with the lowest latency connection and provide this information (e.g.,
in the form of an Internet address) to the client.
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[0224] If a particular hosting service server center is overloaded
and/or the user's game or application can tolerate the latency to another,
less loaded hosting service server center, then the client 415 may be
redirected to the other hosting service server center. In such a situation,
the game or application the user is running would be paused on the server
402 at the user's overloaded server center, and the game or application
state data would be transferred to a server 402 at another hosting service
server center. The game or application would then be resumed. In one
embodiment, the hosting service 210 would wait until the game or
application has either reached a natural pausing point (e.g., between
levels in a game, or after the user initiates a "save" operation in
application) to do the transfer. In yet another embodiment, the hosting
service 210 would wait until user activity ceases for a specified period of
time (e.g., 1 minute) and then would initiate the transfer at that time.
[0225] As described above, in one embodiment, the hosting service
210 subscribes to an Internet bypass service 440 of Figure 14 to attempt
to provide guaranteed latency to its clients. Internet bypass services, as
used herein, are services that provide private network routes from one
point to another on the Internet with guaranteed characteristics (e.g.,
latency, data rate, etc.). For example, if the hosting service 210 was
receiving large amount of traffic from users using AT&T's DSL service
offering in San Francisco, rather than routing to AT&T's San Francisco-
based central offices, the hosting service 210 could lease a high-capacity
private data connection from a service provider (perhaps AT&T itself or
another provider) between the San Francisco-based central offices and
one or more of the server centers for hosting service 210. Then, if routes
from all hosting service server centers HS1-HS6 through the general
Internet to a user in San Francisco using AT&T DSL result in too high
latency, then private data connection could be used instead. Although
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private data connections are generally more expensive than the routes
through the general Internet, so long as they remain a small percentage of
the hosting service 210 connections to users, the overall cost impact will
be low, and users will experience a more consistent service experience.
[0226] Server centers often have two layers of backup power in the
event of power failure. The first layer typically is backup power from
batteries (or from an alternative immediately available energy source,
such a flywheel that is kept running and is attached to a generator), which
provides power immediately when the power mains fail and keeps the
server center running. If the power failure is brief, and the power mains
return quickly (e.g., within a minute), then the batteries are all that is
needed to keep the server center running. But if the power failure is for a
longer period of time, then typically generators (e.g., diesel-powered) are
started up that take over for the batteries and can run for as long as they
have fuel. Such generators are extremely expensive since they must be
capable of producing as much power as the server center normally gets
from the power mains.
[0227] In one embodiment, each of the hosting services HS1-HS5
share user data with one another so that if one server center has a power
failure, it can pause the games and applications that are in process, and
then transfer the game or application state data from each server 402 to
servers 402 at other server centers, and then will notify the client 415 of
each user to direct it communications to the new server 402. Given that
such situations occur infrequently, it may be acceptable to transfer a user
to a hosting service server center which is not able to provide optimal
latency (i.e., the user will simply have to tolerate higher latency for the
duration of the power failure), which will allow for a much wider range of
options for transferring users. For example, given the time zone
differences across the US, users on the East Coast may be going to sleep
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at 11:30PM while users on the West Coast at 8:30PM are starting to peak
in video game usage. If there is a power failure in a hosting service server
center on the West Coast at that time, there may not be enough West
Coast servers 402 at other hosting service server centers to handle all of
the users. In such a situation, some of the users can be transferred to
hosting service server centers on the East Coast which have available
servers 402, and the only consequence to the users would be higher
latency. Once the users have been transferred from the server center that
has lost power, the server center can then commence an orderly
shutdown of its servers and equipment, such that all of the equipment has
been shut down before the batteries (or other immediate power backup) is
exhausted. In this way, the cost of a generator for the server center can
be avoided.
[0228] In one embodiment, during times of heavy loading of the
hosting service 210 (either due to peak user loading, or because one or
more server centers have failed) users are transferred to other server
centers on the basis of the latency requirements of the game or
application they are using. So, users using games or applications that
require low latency would be given preference to available low latency
server connections when there is a limited supply.
[0229] HOSTING SERVICE FEATURES
[0230] Figure 15 illustrates an embodiment of components of a
server center for hosting service 210 utilized in the following feature
descriptions. As with the hosting service 210 illustrated in Figure 2a, the
components of this server center are controlled and coordinated by a
hosting service 210 control system 401 unless otherwise qualified.
[0231] Inbound internet traffic 1501 from user clients 415 is directed
to inbound routing 1502. Typically, inbound internet traffic 1501 will enter
the server center via a high-speed fiber optic connection to the Internet,
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but any network connection means of adequate bandwidth, reliability and
low latency will suffice. Inbound routing 1502 is a system of network (the
network can be implemented as an Ethernet network, a fiber channel
network, or through any other transport means) switches and routing
servers supporting the switches which takes the arriving packets and
routes each packet to the appropriate application/game ("app/game")
server 1521-1525. In one embodiment, a packet which is delivered to a
particular app/game server represents a subset of the data received from
the client and/or may be translated/changed by other components (e.g.,
networking components such as gateways and routers) within the data
center. In some cases, packets will be routed to more than one server
1521-1525 at a time, for example, if a game or application is running on
multiple servers at once in parallel. RAID array 1511-1512 are connected
to the inbound routing network 1502, such that the app/game servers
1521-1525 can read and write to the RAID arrays 1511-1512. Further, a
RAID array 1515 (which may be implemented as multiple RAID arrays) is
also connected to the inbound routing 1502 and data from RAID array
1515 can be read from app/game servers 1521-1525. The inbound routing
1502 may be implemented in a wide range of prior art network
architectures, including a tree structure of switches, with the inbound
internet traffic 1501 at its root; in a mesh structure interconnecting all of
the various devices; or as an interconnected series of subnets, with
concentrated traffic amongst intercommunicating device segregated from
concentrated traffic amongst other devices. One type of network
configuration is a SAN which, although typically used for storage devices,
it can also be used for general high-speed data transfer among devices.
Also, the app/game servers 1521-1525 may each have multiple network
connections to the inbound routing 1502. For example, a server 1521-
1525 may have a network connection to a subnet attached to RAID Arrays
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1511-1512 and another network connection to a subnet attached to other
devices.
[0232] The app/game servers 1521-1525 may all be configured the
same, some differently, or all differently, as previously described in
relation to servers 402 in the embodiment illustrated in Figure 4a. In one
embodiment, each user, when using the hosting service is typically at
least one app/game server 1521-1525. For the sake of simplicity of
explanation, we shall assume a given user is using app/game server
1521, but multiple servers could be used by one user, and multiple users
could share a single app/game server 1521-1525. The user's control
input, sent from client 415 as previously described is received as inbound
Internet traffic 1501, and is routed through inbound routing 1502 to
app/game server 1521. App/game server 1521 uses the user's control
input as control input to the game or application running on the server,
and computes the next frame of video and the audio associated with it.
App/game server 1521 then outputs the uncompressed video/audio 1529
to shared video compression 1530. App/game server may output the
uncompressed video via any means, including one or more Gigabit
Ethernet connections, but in one embodiment the video is output via a DVI
connection and the audio and other compression and communication
channel state information is output via a Universal Serial Bus (USB)
connection.
[0233] The shared video compression 1530 compresses the
uncompressed video and audio from the app/game servers 1521-1525.
The compression maybe implemented entirely in hardware, or in
hardware running software. There may a dedicated compressor for each
app/game server 1521-1525, or if the compressors are fast enough, a
given compressor can be used to compress the video/audio from more
than one app/game server 1521-1525. For example, at 60fps a video
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frame time is 16.67ms. If a compressor is able to compress a frame in
1 ms, then that compressor could be used to compress the video/audio
from as many as 16 app/game servers 1521-1525 by taking input from
one server after another, with the compressor saving the state of each
video/audio compression process and switching context as it cycles
amongst the video/audio streams from the servers. This results in
substantial cost savings in compression hardware. Since different servers
will be completing frames at different times, in one embodiment, the
compressor resources are in a shared pool 1530 with shared storage
means (e.g., RAM, Flash) for storing the state of each compression
process, and when a server 1521-1525 frame is complete and ready to be
compressed, a control means determines which compression resource is
available at that time, provides the compression resource with the state of
the server's compression process and the frame of uncompressed
video/audio to compress.
[0234] Note that part of the state for each server's compression
process includes information about the compression itself, such as the
previous frame's decompressed frame buffer data which may be used as
a reference for P tiles, the resolution of the video output; the quality of
the
compression; the tiling structure; the allocation of bits per tiles; the
compression quality, the audio format (e.g., stereo, surround sound,
Dolby AC-3). But the compression process state also includes
communication channel state information regarding the peak data rate
941 and whether a previous frame (as illustrated in Fig 9b) is currently
being output (and as result the current frame should be ignored), and
potentially whether there are channel characteristics which should be
considered in the compression, such as excessive packet loss, which
affect decisions for the compression (e.g., in terms of the frequency of I
tiles, etc). As the peak data rate 941 or other channel characteristics
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change over time, as determined by an app/game server 1521-1525
supporting each user monitoring data sent from the client 415, the
app/game server 1521-1525 sends the relevant information to the shared
hardware compression 1530.
[0235] The shared hardware compression 1530 also packetizes the
compressed video/audio using means such as those previously
described, and if appropriate, applying FEC codes, duplicating certain
data, or taking other steps to as to adequately ensure the ability of the
video/audio data stream to be received by the client 415 and
decompressed with as high a quality and reliability as feasible.
[0236] Some applications, such as those described below, require
the video/audio output of a given app/game server 1521-1525 to be
available at multiple resolutions (or in other multiple formats)
simultaneously. If the app/game server 1521-1525 so notifies the shared
hardware compression 1530 resource, then the uncompressed video
audio 1529 of that app/game server 1521-1525 will be simultaneously
compressed in different formats, different resolutions, and/or in different
packet/error correction structures. In some cases, some compression
resources can be shared amongst multiple compression processes
compressing the same video/audio (e.g., in many compression
algorithms, there is a step whereby the image is scaled to multiple sizes
before applying compression. If different size images are required to be
output, then this step can be used to serve several compression
processes at once). In other cases, separate compression resources will
be required for each format. In any case, the compressed video/audio
1539 of all of the various resolutions and formats required for a given
app/game server 1521-1525 (be it one or many) will be output at once to
outbound routing 1540. In one embodiment the output of the compressed
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video/audio 1539 is in UDP format, so it is a unidirectional stream of
packets.
[0237] The outbound routing network 1540 comprises a series of
routing servers and switches which direct each compressed video/audio
stream to the intended user(s) or other destinations through outbound
Internet traffic 1599 interface (which typically would connect to a fiber
interface to the Internet) and/or back to the delay buffer 1515, and/or back
to the inbound routing 1502, and/or out through a private network (not
shown) for video distribution. Note that (as described below) the outbound
routing 1540 may output a given video/audio stream to multiple
destinations at once. In one embodiment this is implemented using
Internet Protocol (IP) multicast in which a given UDP stream intended to
be streamed to multiple destinations at once is broadcasted, and the
broadcast is repeated by the routing servers and switches in the outbound
routing 1540. The multiple destinations of the broadcast may be to
multiple users' clients 415 via the Internet, to multiple app/game servers
1521-1525 through via inbound routing 1502, and/or to one or more delay
buffers 1515. Thus, the output of a given server 1521-1522 is compressed
into one or multiple formats, and each compressed stream is directed to
one or multiple destinations.
[0238] Further, in another embodiment, if multiple app/game
servers 1521-1525 are used simultaneously by one user (e.g., in a parallel
processing configuration to create the 3D output of a complex scene) and
each server is producing part of the resulting image, the video output of
multiple servers 1521-1525 can be combined by the shared hardware
compression 1530 into a combined frame, and from that point forward it is
handled as described above as if it came from a single app/game server
1521-1525.
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[0239] Note that in one embodiment, a copy (in at least the
resolution or higher of video viewed by the user) of all video generated by
app/game servers 1521-1525 is recorded in delay buffer 1515 for at least
some number of minutes (15 minutes in one embodiment). This allows
each user to "rewind" the video from each session in order to review
previous work or exploits (in the case of a game). Thus, in one
embodiment, each compressed video/audio output 1539 stream being
routed to a user client 415 is also being multicasted to a delay buffer
1515. When the video/audio is stored on a delay buffer 1515, a directory
on the delay buffer 1515 provides a cross reference between the network
address of the app/game server 1521-1525 that is the source of the
delayed video/audio and the location on the delay buffer 1515 where the
delayed video/audio can be found.
[0240] LIVE, INSTANTLY-VIEWABLE, INSTANTLY-PLAYABLE GAMES
[0241] App/game servers 1521-1525 may not only be used for
running a given application or video game for a user, but they may also be
used for creating the user interface applications for the hosting service
210 that supports navigation through hosting service 210 and other
features. A screen shot of one such user interface application is shown in
Figure 16, a "Game Finder" screen. This particular user interface screen
allows a user to watch 15 games that are being played live (or delayed) by
other users. Each of the "thumbnail" video windows, such as 1600 is a live
video window in motion showing one the video from one user's game. The
view shown in the thumbnail may be the same view that the user is
seeing, or it may be a delayed view (e.g., if a user is playing a combat
game, a user may not want other users to see where she is hiding and
she may choose to delay any view of her gameplay by a period of time,
say 10 minutes). The view may also be a camera view of a game that is
different from any user's view. Through menu selections (not shown in this
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illustration), a user may choose a selection of games to view at once,
based on a variety of criteria. As a small sampling of exemplary choices,
the user may select a random selection of games (such as those shown in
Figure 16), all of one kind of games (all being played by different players),
only the top-ranked players of a game, players at a given level in the
game, or lower-ranked players (e.g., if the player is learning the basics),
players who are "buddies" (or are rivals), games that have the most
number of viewers, etc.
[0242] Note that generally, each user will decide whether the video
from his or her game or application can be viewed by others and, if so,
which others, and when it may be viewed by others, whether it is only
viewable with a delay.
[0243] The app/game server 1521-1525 that is generating the user
interface screen shown in Figure 16 acquires the 15 video/audio feeds by
sending a message to the app/game server 1521-1525 for each user
whose game it is requesting from. The message is sent through the
inbound routing 1502 or another network. The message will include the
size and format of the video/audio requested, and will identify the user
viewing the user interface screen. A given user may choose to select
"privacy" mode and not permit any other users to view video/audio of his
game (either from his point of view or from another point of view), or as
described in the previous paragraph, a user may choose to allow viewing
of video/audio from her game, but delay the video/audio viewed. A user
app/game server 1521-1525 receiving and accepting a request to allow its
video/audio to be viewed will acknowledge as such to the requesting
server, and it will also notify the shared hardware compression 1530 of
the need to generate an additional compressed video stream in the
requested format or screen size (assuming the format and screen size is
different than one already being generated), and it will also indicate the
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destination for the compressed video (i.e., the requesting server). If the
requested video/audio is only delayed, then the requesting app/game
server 1521-1525 will be so notified, and it will acquire the delayed
video/audio from a delay buffer 1515 by looking up the video/audio's
location in the directory on the delay buffer 1515 and the network address
of the app/game server 1521-1525 that is the source of the delayed
video/audio. Once all of these requests have been generated and
handled, up to 15 live thumbnail-sized video streams will be routed from
the outbound routing 1540 to the inbound routing 1502 to the app/game
server 1521-1525 generating the user interface screen, and will be
decompressed and displayed by the server. Delayed video/audio streams
may be in too large a screen size, and if so, the app/game server 1521-
1525 will decompress the streams and scale down the video streams to
thumbnail size. In one embodiment, requests for audio/video are sent to
(and managed by) a central "management" service similar to the hosting
service control system of Figure 4a (not shown in Figure 15) which then
redirects the requests to the appropriate app/game server 1521-1525.
Moreover, in one embodiment, no request may be required because the
thumbnails are "pushed" to the clients of those users that allow it.
[0244] The audio from 15 games all mixed simultaneously might
create a cacophony of sound. The user may choose to mix all of the
sounds together in this way (perhaps just to get a sense of the "din"
created by all the action being viewed), or the user may choose to just
listen to the audio from one game at a time. The selection of a single
game is accomplished by moving the yellow selection box 1601 to a given
game (the yellow box movement can be accomplished by using arrow
keys on a keyboard, by moving a mouse, by moving a joystick, or by
pushing directional buttons on another device such as a mobile phone).
Once a single game is selected, just the audio from that game plays. Also,
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game information 1602 is shown. In the case of this game, for example,
the publisher logo ("EA") and the game logo, "Need for Speed Carbon"
and an orange horizontal bar indicates in relative terms the number of
people playing or viewing the game at that particular moment (many, in
this case, so the game is "Hot"). Further "Stats" are provided, indicating
that there are 145 players actively playing 80 different instantiations of the
Need for Speed Game (i.e., it can be played either by an individual player
game or multiplayer game), and there are 680 viewers (of which this user
is one). Note that these statistics (and other statistics) are collected by
hosting service control system 401 and are stored on RAID arrays 1511-
1512, for keeping logs of the hosting service 210 operation and for
appropriately billing users and paying publishers who provide content.
Some of the statistics are recorded due to actions by the service control
system 401, and some are reported to the service control system 401 by
the individual app/game server 1521-1525. For example, the app/game
server 1521-1525 running this Game Finder application sends messages
to the hosting service control system 401 when games are being viewed
(and when they are ceased to be viewed) so that it may update the
statistics of how many games are in view. Some of the statistics are
available for user interface applications such as this Game Finder
application.
[0245] If the user clicks an activation button on their input device,
they will see the thumbnail video in the yellow box zoom up while it
remains live to full screen size. This effect is shown in process in Figure
17. Note that video window 1700 has grown in size. To implement this
effect, the app/game server 1521-1525 requests from the app/game
server 1521-1525 running the game selected to have a copy of the video
stream for a full screen size (at the resolution of the user's display device
422) of the game routed to it. The app/game server 1521-1525 running
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the game notifies the shared hardware compressor 1530 that a thumbnail-
sized copy of the game is no longer needed (unless another app/game
server 1521-1525 requires such a thumbnail), and then it directs it to send
a full-screen size copy of the video to the app/game server 1521-1525
zooming the video. The user playing the game may or may not have a
display device 422 that is the same resolution as that of the user zooming
up the game. Further, other viewers of the game may or may not have
display devices 422 that are the same resolution as the user zooming up
the game (and may have different audio playback means, e.g., stereo or
surround sound). Thus, the shared hardware compressor 1530
determines whether a suitable compressed video/audio stream is already
being generated that meets the requirements of the user requesting the
video/audio stream and if one does exist, it notifies the outbound routing
1540 to route a copy of the stream to the app/game server 1521-1525
zooming the video, and if not compresses another copy of the video that
is suitable for that user and instructs the outbound routing to send the
stream back to the inbound routing 1502 and the app/game server 1521-
1525 zooming the video. This server, now receiving a full screen version
of the selected video will decompress it and gradually scale it up to full
size.
[0246] Figure 18 illustrates how the screen looks after the game
has completely zoomed up to full screen and the game is shown at the full
resolution of the user's display device 422 as indicated by the image
pointed to by arrow 1800. The app/game server 1521-1525 running the
game finder application sends messages to the other app/game servers
1521-1525 that had been providing thumbnails that they are no longer
needed and messages to the hosting service control server 401 that the
other games are no longer being viewed. At this point the only display it is
generating is an overlay 1801 at the top of the screen which provides
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information and menu controls to the user. Note that as this game has
progressed, the audience has grown to 2,503 viewers. With so many
viewers, there are bound to be many viewers with display devices 422
that have the same or nearly the resolution (each app/game server 1521-
1525 has the ability to scale the video for adjusting the fitting).
[0247] Because the game shown is a multiplayer game, the user
may decide to join the game at some point. The hosting service 210 may
or may not allow the user to join the game for a variety of reasons. For
example, the user may have to pay to play the game and choose not to,
the user may not have sufficient ranking to join that particular game (e.g.,
it would not be competitive for the other players), or the user's Internet
connection may not have low enough latency to allow the user to play
(e.g., there is not a latency constraint for viewing games, so a game that
is being played far away (indeed, on another continent) can be viewed
without latency concerns, but for a game to be played, the latency must
be low enough for the user to (a) enjoy the game, and (b) be on equal
footing with the other players who may have lower latency connections). If
the user is permitted to play, then app/game server 1521-1525 that had
been providing the Game Finder user interface for the user will request
that the hosting service control server 401 initiate (i.e., locate and start
up)
an app/game server 1521-1525 that is suitably configured for playing the
particular game to load the game from a RAID array 1511-1512, and then
the hosting service control server 401 will instruct the inbound routing
1502 to transfer the control signals from the user to the app/game game
server now hosting the game and it will instruct the shared hardware
compression 1530 to switch from compressing the video/audio from the
app/game server that had been hosting the Game Finder application to
compressing the video/audio from the app/game server now hosting the
game. The vertical sync of the Game Finder app/game service and the
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new app/game server hosting the game are not synchronized, and as a
result there is likely to be a time difference between the two syncs.
Because the shared video compression hardware 1530 will begin
compressing video upon an app/game server 1521-1525 completing a
video frame, the first frame from the new server may be completed sooner
than a full frame time of the old server, which may be before the prior
compressed frame completing its transmission (e.g., consider transmit
time 992 of Figure 9b: if uncompressed frame 3 963 were completed half
a frame time early, it would impinge upon the transmit time 992). In such a
situation the shared video compression hardware 1530 will ignore the first
frame from the new server (e.g., like Frame 4 964 is ignored 974), and the
client 415 will hold the last frame from the old server an extra frame time,
and the shared video compression hardware 1530 will begin compressing
the next frame time video from the new app/game server hosting the
game. Visually, to the user, the transition from one app/game server to the
other will be seamless. The hosting service control server 401 will then
notify app/game game server 1521-1525 that had been hosting the Game
Finder to switch to an idle state, until it is needed again.
[0248] The user then is able to play the game. And, what is
exceptional is the game will play perceptually instantly (since it will have
loaded onto the app/game game server 1521-1525 from a Raid array
1511-1512 at gigabit/second speed), and the game will be loaded onto a
server exactly suited for the game together with an operating system
exactly configured for the game with the ideal drivers, registry
configuration (in the case of Windows), and with no other applications
running on the server that might compete with the game's operation.
[0249] Also, as the user progresses through the game, each of the
segments of the game will load into the server at gigabit/second speed
(i.e., 1 gigabyte loads in 8 seconds) from the RAID array 1511-1512, and
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because of the vast storage capacity of the RAID array 1511-1512 (since
it is a shared resource among many users, it can be very large, yet still be
cost effective) geometry setup or other game segment setup can be pre-
computed and stored on the RAID array 1511-1512 and loaded extremely
rapidly. Moreover, because the hardware configuration and
computational capabilities of each app/game server 1521-1525 is known,
pixel and vertex shaders can be pre-computed.
[0250] Thus, the game will start up almost instantly, it will run in an
ideal environment, and subsequent segments will load almost instantly.
[0251] But, beyond these advantages, the user will be able to view
others playing the game (via the Game Finder, previously described and
other means) and both decide if the game is interesting, and if so, learn
tips from watching others. And, the user will be able to demo 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 trial
basis for a smaller fee, or on a longer term basis. And, the user will be
able to play the game on a Windows PC, a Macintosh, on a television set,
at home, when traveling, and even on a mobile phone, with a low enough
latency wireless connection. And, this can all be accomplished without
ever physically owning a copy of the game.
[0252] As mentioned previously, the user can decide to not allow
his gameplay to be viewable by others, to allow his game to be viewable
after a delay, to allow his game to be viewable by selected users, or to
allow his game to be viewable by all users. Regardless, the video/audio
will be stored, in one embodiment, for 15 minutes in a delay buffer 1515,
and the user will be able to "rewind" and view his prior game play, and
pause, play it back slowly, fast forward, etc., just as he would be able to
do had he been watching TV with a Digital Video Recorder (DVR).
Although in this example, the user is playing a game, the same "DVR"
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capability is available if the user is using an application. This can be
helpful in reviewing prior work and in other applications as detailed below.
Further, if the game was designed with the capability of rewinding based
on utilizing game state information, such that the camera view can be
changed, etc., then this "3D DVR" capability will also be supported, but it
will require the game to be designed to support it. The "DVR" capability
using a delay buffer 1515 will work with any game or application, limited of
course, to the video that was generated when the game or application
was used, but in the case of games with 3D DVR capability, the user can
control a "fly through" in 3D of a previously played segment, and have the
delay buffer 1515 record the resulting video and have the game state of
the game segment record. Thus, a particular "fly-through" will be recorded
as compressed video, but since the game state will also be recorded, a
different fly-through will be possible at a later date of the same segment of
the game.
[0253] As described below, users on the hosting service 210 will
each have a User Page, where they can post information about
themselves and other data. Among of the things that users will be able to
post are video segments from game play that they have saved. For
example, if the user has overcome a particularly difficult challenge in a
game, the user can "rewind" to just before the spot where they had their
great accomplishment in the game, and then instruct the hosting service
210 to save a video segment of some duration (e.g., 30 seconds) on the
user's User Page for other users to watch. To implement this, it is simply a
matter of the app/game server 1521-1525 that the user is using to
playback the video stored in a delay buffer 1515 to a RAID array 1511-
1512 and then index that video segment on the user's User Page.
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[0254] If the game has the capability of 3D DVR, as described
above, then the game state information required for the 3D DVR can also
be recorded by the user and made available for the user's User Page.
[0255] In the event that a game is designed to have "spectators"
(i.e., users that are able to travel through the 3D world and observe the
action without participating in it) in addition to active players, then the
Game Finder application will enable users to join games as spectators as
well as players. From an implementation point of view, there is no
difference to the hosting system 210 to if a user is a spectator instead of
an active player. The game will be loaded onto an app/game server 1521-
1525 and the user will be controlling the game (e.g., controlling a virtual
camera that views into the world). The only difference will be the game
experience of the user.
[0256] MULTIPLE USER COLLABORATION
[0257] Another feature of the hosting service 210 is the ability to for
multiple users to collaborate while viewing live video, even if using widely
disparate devices for viewing. This is useful both when playing games and
when using applications.
[0258] Many PCs and mobile phones are equipped with video
cameras and have the capability to do real-time video compression,
particularly when the image is small. Also, small cameras are available
that can be attached to a television, and it is not difficult to implement
real-
time compression either in software or using one of many hardware
compression devices to compress the video. Also, many PCs and all
mobile phones have microphones, and headsets are available with
microphones.
[0259] Such cameras and/or microphones, combined with local
video/audio compression capability (particularly employing the low latency
video compression techniques described herein) will enable a user to
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transmit video and/or audio from the user premises 211 to the hosting
service 210, together with the input device control data. When such
techniques are employed, then a capability illustrated in Figure 19 is
achievable: a user can have his video and audio 1900 appear on the
screen within another user's game or application. This example is a
multiplayer game, where teammates collaborate in a car race. A user's
video/audio could be selectively viewable / hearable only by their
teammates. And, since there would be effectively no latency, using the
techniques described above the players would be able to talk or make
motions to each other in real-time without perceptible delay.
[0260] This video/audio integration is accomplished by having the
compressed video and/or audio from a user's camera/microphone arrive
as inbound internet traffic 1501. Then the inbound routing 1502 routes the
video and/or audio to the app/game game servers 1521-1525 that are
permitted to view/hear the video and/or audio. Then, the users of the
respective app/game game servers 1521-1525 that choose to use the
video and/or audio decompress it and integrate as desired to appear
within the game or application, such as illustrated by 1900.
[0261] The example of Figure 19 shows how such collaboration is
used in a game, but such collaboration can be an immensely powerful tool
for applications. Consider a situation where a large building is being
designed for New York city by architects in Chicago for a real estate
developer based in New York, but the decision involves a financial
investor who is traveling and happens to be in an airport in Miami, and a
decision needs to be made about certain design elements of the building
in terms of how it fits in with the buildings near it, to satisfy both the
investor and the real estate developer. Assume the architectural firm has
a high resolution monitor with a camera attached to a PC in Chicago, the
real estate developer has a laptop with a camera in New York, and the
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investor has a mobile phone with a camera in Miami. The architectural
firm can use the hosting service 210 to host a powerful architectural
design application that is capable of highly realistic 3D rendering, and it
can make use of a large database of the buildings in New York City, as
well as a database of the building under design. The architectural design
application will execute on one, or if it requires a great deal of
computational power on several, of the app/game servers 1521-1525.
Each of the 3 users at disparate locations will connect to the hosting
service 210, and each will have a simultaneous view of the video output of
the architectural design application, but it will be will appropriately sized
by
the shared hardware compression 1530 for the given device and network
connection characteristics that each user has (e.g., the architectural firm
may see a 2560x1440 60fps display through a 20Mbps commercial
Internet connection, the real estate developer in New York may see a
1280x720 60fps image over a 6 Mbps DSL connection on his laptop, and
the investor may see a 320x180 60fps image over a 250Kbps cellular data
connection on her mobile phone. Each party will hear the voice of the
other parties (the conference calling will be handled by any of many
widely available conference calling software package in the app/game
server(s) 1521-1525) and, through actuation of a button on a user input
device, a user will be able to make video appear of themselves using their
local camera. As the meeting proceeds, the architects will be able to show
what the build looks like as they rotate it and fly by it next to the other
building in the area, with extremely photorealistic 3D rendering, and the
same video will be visible to all parties, at the resolution of each party's
display device. It won't matter that none of the local devices used by any
party is incapable of handling the 3D animation with such realism, let
alone downloading or even storing the vast database required to render
the surrounding buildings in New York City. From the point of view of each
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of the users, despite the distance apart, and despite the disparate local
devices they simply will have a seamless experience with an incredible
degree of realism. And, when one party wants their face to be seen to
better convey their emotional state, they can do so. Further, if either the
real estate develop or the investor want to take control of the architectural
program and use their own input device (be it a keyboard, mouse, keypad
or touch screen), they can, and it will respond with no perceptual latency
(assuming their network connection does not have unreasonable latency).
For example, in the case of the mobile phone, if the mobile phone is
connected to a WiFi network at the airport, it will have very low latency.
But if it is using the cellular data networks available today in the US, it
probably will suffer from a noticeable lag. Still, for most of the purposes of
the meeting, where the investor is watching the architects control the
building fly-by or for talking of video teleconferencing, even cellular
latency should be acceptable.
[0262] Finally, at the end of the collaborative conference call, the
real estate developer and the investor will have made their comments and
signed off from the hosting service, the architectural firm will be able to
"rewind" the video of the conference that has been recorded on a delay
buffer 1515 and review the comments, facial expressions and/or actions
applied to the 3D model of the building made during the meeting. If there
are particular segments they want to save, those segments of video/audio
can be moved from delay buffer 1515 to a RAID array 1511-1512 for
archival storage and later playback.
[0263] Also, from a cost perspective, if the architects only need to
use the computation power and the large database of New York City for a
15 minute conference call, they need only pay for the time that the
resources are used, rather than having to own high powered workstations
and having to purchase an expensive copy of a large database.
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[0264] VIDEO-RICH COMMUNITY SERVICES
[0265] The hosting service 210 enables an unprecedented
opportunity for establishing video-rich community services on the Internet.
Figure 20 shows an exemplary User Page for a game player on the
hosting service 210. As with the Game Finder application, the User Page
is an application that runs on one of the app/game servers 1521-1525. All
of the thumbnails and video windows on this page show constantly
moving video (if the segments are short, they loop).
[0266] Using a video camera or by uploading video, the user
(whose username is "KILLHAZARD") is able to post a video of himself
2000 that other users can view. The video is stored on a RAID array
1511-1512. Also, when other users come to KILLHAZARD's User Page, if
KILLHAZARD is using the hosting service 210 at the time, live video 2001
of whatever he is doing (assuming he permits users viewing his User
Page to watch him) will be shown. This will be accomplished by app/game
server 1521-1525 hosting the User Page application requesting from the
service control system 401 whether KILLHAZARD is active and if so, the
app/game server 1521-1525 he is using. Then, using the same methods
used by the Game Finder application, a compressed video stream in a
suitable resolution and format will be sent to the app/game server 1521-
1525 running the User Page application and it will be displayed. If a user
selects the window with KILLHAZARD's live gameplay, and then
appropriately clicks on their input device, the window will zoom up (again
using the same methods as the Game Finder applications, and the live
video will fill the screen, at the resolution of the watching user's display
device 422, appropriate for the characteristics of the watching user's
Internet connection.
[0267] A key advantage of this over prior art approaches is the user
viewing the User Page is able to see a game played live that the user
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does not own, and may very well not have a local computer or game
console capable of playing the game. It offers a great opportunity for the
user to see the user shown in the User Page "in action" playing games,
and it is an opportunity to learn about a game that the viewing user might
want to try or get better at.
[0268] Camera-recorded or uploaded video clips from
KILLHAZARD's buddies 2002 are also shown on the User Page, and
underneath each video clip is text that indicates whether the buddy is
online playing a game (e.g., six_shot is playing the game "Eragon" and
MrSnuggles99 is Offline, etc.). By clicking on a menu item (not shown) the
buddy video clips switch from showing recorded or uploaded videos to live
video of what the buddies who are currently playing games on the hosting
service 210 are doing at that moment in their games. So, it becomes a
Game Finder grouping for buddies. If a buddy's game is selected and the
user clicks on it, it will zoom up to full screen, and the user will be able
to
watch the game played full screen live.
[0269] Again, the user viewing the buddy's game does not own a
copy of the came, nor the local computing/game console resources to
play the game. The game viewing is effectively instantaneous.
[0270] As previously described above, when a user plays a game
on the hosting service 210, the user is able to "rewind" the game and find
a video segment he wants to save, and then saves the video segment to
his User Page. These are called "Brag Clips". The video segments 2003
are all Brag Clips 2003 saved by KILLHAZARD from previous games that
he has played. Number 2004 shows how many times a Brag Clip has
been viewed, and when the Brag Clip is viewed, users have an
opportunity to rate them, and the number of orange keyhole-shaped icons
2005 indicate how high the rating is. The Brag Clips 2003 loop constantly
when a user views the User Page, along with the rest of the video on the
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page. If the user selects and clicks on one of the Brag Clips 2003, it
zooms up to present the Brag Clip 2003, along with DVR controls to allow
the clip to be played, paused, rewound, fast-forwarded, stepped through,
etc.
[0271] The Brag Clip 2003 playback is implemented by the
app/game server 1521-1525 loading the compressed video segment
stored on a RAID array 1511-1512 when the user recorded the Brag Clip
and decompressing it and playing it back.
[0272] Brag Clips 2003 can also be "3D DVR" video segments (i.e.,
a game state sequence from the game that can be replayed and allows
the user to change the camera viewpoint) from games that support such
capability. In this case the game state information is stored, in addition to
a compressed video recording of the particular "fly through" the user made
when the game segment was recorded. When the User Page is being
viewed, and all of the thumbnails and video windows are constantly
looping, a 3D DVR Brag Clip 2003 will constantly loop the Brag Clip 2003
that was recorded as compressed video when the user recorded the "fly
through" of the game segment. But, when a user selects a 3D DVR Brag
Clip 2003 and clicks on it, in addition to the DVR controls to allow the
compressed video Brag Clip to be played, the user will be able to click on
a button that gives them 3D DVR capability for the game segment. They
will be able to control a camera "fly through" during the game segment on
their own, and, if they wish (and the user who owns the user page so
allows it) they will be able to record an alternative Brag Clip "fly through"
in
compressed video form will then be available to other viewers of the user
page (either immediately, or after the owner of the user page has a
chance to the review the Brag Clip).
[0273] This 3D DVR Brag Clip 2003 capability is enabled by
activating the game that is about to replay the recorded game state
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information on another app/game server 1521-1525. Since the game can
be activated almost instantaneously (as previously described) it is not
difficult to activate it, with its play limited to the game state recorded by
the
Brag Clip segment, and then allow the user to do a "fly through" with a
camera while recording the compressed video to a delay buffer 1515.
Once the user has completed doing the "fly through" the game is
deactivated.
[0274] From the user's point of view, activating a "fly through" with
a 3D DVR Brag Clip 2003 is no more effort than controlling the DVR
controls of a linear Brag Clip 2003. They may know nothing about the
game or even how to play the game. They are just a virtual camera
operator peering into a 3D world during a game segment recorded by
another.
[0275] Users will also be able to overdub their own audio onto Brag
Clips that is either recorded from microphones or uploaded. In this way,
Brag Clips can be used to create custom animations, using characters
and actions from games. This animation technique is commonly known as
"machinima".
[0276] As users progress through games, they will achieve differing
skill levels. The games played will report the accomplishments to the
service control system 401, and these skill levels will be shown on User
Pages.
[0277] INTERACTIVE ANIMATED ADVERTISEMENTS
[0278] Online advertisements have transitioned from text, to still
images, to video, and now to interactive segments, typically implemented
using animation thin clients like Adobe Flash. The reason animation thin
clients are used is that users typically have little patience to be delayed
for
the privilege of have a product or service pitched to them. Also, thin
clients run on very low-performance PCs and as such, the advertiser can
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have a high degree of confidence that the interactive ad will work properly.
Unfortunately, animation thin clients such as Adobe Flash are limited in
the degree of interactivity and the duration of the experience (to mitigate
download time).
[0279] Figure 21 illustrates an interactive advertisement where the
user is to select the exterior and interior colors of a car while the car
rotates around in a showroom, while real-time ray tracing shows how the
car looks. Then the user chooses an avatar to drive the car, and then the
user can take the car for a drive either on a race track, or through an
exotic locale such as Monaco. The user can select a larger engine, or
better tires, and then can see how the changed configuration affects the
ability of the car to accelerate or hold the road.
[0280] Of course, the advertisement is effectively a sophisticated
3D video game. But for such an advertisement to be playable on a PC or
a video game console it would require perhaps a 100MB download and, in
the case of the PC, it might require the installation of special drivers, and
might not run at all if the PC lacks adequate CPU or GPU computing
capability. Thus, such advertisements are impractical in prior art
configurations.
[0281] In the hosting service 210, such advertisements launch
almost instantly, and run perfectly, no matter what the user's client 415
capabilities are. So, they launch more quickly than thin client interactive
ads, are vastly richer in the experience, and are highly reliable.
[0282] STREAMING GEOMETRY DURING REAL-TIME ANIMATION
[0283] RAID array 1511-1512 and the inbound routing 1502 can
provide data rates that are so fast and with latencies so low that it is
possible to design video games and applications that rely upon the RAID
array 1511-1512 and the inbound routing 1502 to reliably deliver geometry
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on-the-fly in the midst of game play or in an application during real-time
animation (e.g., a fly-through with a complex database.
[0284] With prior art systems, such as the video game system
shown in Figure 1, the mass storage devices available, particularly in
practical home devices, are far too slow to stream geometry in during
game play except in situations where the required geometry was
somewhat predictable. For example, in a driving game where there is a
specified roadway, geometry for buildings that are coming into view can
be reasonable well predicted and the mass storage devices can seek in
advance to the location where the upcoming geometry is located.
[0285] But in a complex scene with unpredictable changes (e.g., in
a battle scene with complex characters all around) if RAM on the PC or
video game system is completely filled with geometry for the objects
currently in view, and then the user suddenly turns their character around
to view what is behind their character, if the geometry has not been pre-
loaded into RAM, then there may be a delay before it can be displayed.
[0286] In the hosting service 210, the RAID arrays 1511-1512 can
stream data in excess of Gigabit Ethernet speed, and with a SAN network,
it is possible to achieve 10 gigabit/second speed over 10 Gigabit Ethernet
or over other network technologies. 10 gigabits/second will load a
gigabyte of data in less that a second. In a 60fps frame time (1 6.67ms),
approximately 170 megabits (21 MB) of data can be loaded. Rotating
media, of course, even in a RAID configuration will still incur latencies
greater than a frame time, but Flash-based RAID storage will eventually
be as large as rotating media RAID arrays and will not incur such high
latency. In one embodiment, massive RAM write-through caching is used
to provide very low latency access.
[0287] Thus, with sufficiently high network speed, and sufficiently
low enough latency mass storage, geometry can be streamed into
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app/game game servers 1521-1525 as fast as the CPUs and/or GPUs
can process the 3D data. So, in the example given previously, where a
user turns their character around suddenly and looks behind, the
geometry for all of the characters behind can be loaded before the
character completes the rotation, and thus, to the user, it will seem as if
he or she is in a photorealistic world that is as real as live action.
[0288] As previously discussed, one of the last frontiers in
photorealistic computer animation is the human face, and because of the
sensitivity of the human eye to imperfections, the slightest error from a
photoreal face can result in a negative reaction from the viewer. Figure 22
shows how a live performance captured using ContourTM Reality Capture
Technology (subject of co-pending applications: "Apparatus and method
for capturing the motion of a performer," Ser. No. 10/942,609, Filed
September 15, 2004; "Apparatus and method for capturing the expression
of a performer," Ser. No. 10/942,413 Filed September 15, 2004;
"Apparatus and method for improving marker identification within a motion
capture system," Ser. No. 11/066,954, Filed February 25, 2005;
"Apparatus and method for performing motion capture using shutter
synchronization," Ser. No. 11/077,628, Filed March 10, 2005; "Apparatus
and method for performing motion capture using a random pattern on
capture surfaces," Ser. No. 11/255,854, Filed October 20, 2005; "System
and method for performing motion capture using phosphor application
techniques," Ser. No. 11/449,131, Filed June 7, 2006; "System and
method for performing motion capture by strobing a fluorescent lamp,"
Ser. No. 11 /449,043, Filed June 7, 2006; "System and method for three
dimensional capture of stop-motion animated characters," Ser. No.
11/449,127, Filed June 7, 2006", each of which is assigned to the
assignee of the present CIP application) results in a very smooth captured
surface, then a high polygon-count tracked surface (i.e., the polygon
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motion follows the motion of the face precisely). Finally, when the video of
the live performance is mapped on the tracked surface to produce a
textured surface, a photoreal result is produced.
[0289] Although current GPU technology is able to render the
number of polygons in the tracked surface and texture and light the
surface in real-time, if the polygons and textures are changing every
frame time (which will produce the most photoreal results) it will quickly
consume all the available RAM of a modern PC or video game console.
[0290] Using the streaming geometry techniques described above,
it becomes practical to continuously feed geometry into the app/game
game servers 1521-1525 so that they can animate photoreal faces
continuously, allowing the creation of video games with faces that are
almost indistinguishable from live action faces.
[0291] INTEGRATION OF LINEAR CONTENT WITH INTERACTIVE
FEATURES
[0292] Motion pictures, television programming and audio material
(collectively, "linear content" is widely available to home and office users
in many forms. Linear content can be acquired on physical media, like
CD, DVD, HD-DVD and Blu-ray media. It also can be recorded by DVRs
from satellite and cable TV broadcast. And, it is available as pay-per-view
(PPV) content through satellite and cable TV and as video-on-demand
(VOD) on cable TV.
[0293] Increasingly linear content is available through the Internet,
both as downloaded and as streaming content. Today, there really is not
one place to go to experience all of the features associated with linear
media. For example, DVDs and other video optical media typically have
interactive features not available elsewhere, like director's commentaries,
"making of" featurettes, etc. Online music sites have cover art and song
information generally not available on CDs, but not all CDs are available
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online. And Web sites associating with television programming often have
extra features, blogs and sometimes comments from the actors or
creative staff.
[0294] Further, with many motion pictures or sports events, there
are often video games that are released (in the case of motion pictures)
often together with the linear media or (in the case of sports) may be
closely tied to real-world events (e.g., the trading of players).
[0295] Hosting service 210 is well suited for the delivery of linear
content in linking together the disparate forms of related content.
Certainly, delivering motion pictures is no more challenging that delivering
highly interactive video games, and the hosting service 210 is able to
deliver linear content to a wide range of devices, in the home or office, or
to mobile devices. Figure 23 shows an exemplary user interface page for
hosting service 210 that shows a selection of linear content.
[0296] But, unlike most linear content delivery system, hosting
service 210 is also able to deliver related interactive components (e.g., the
menus and features on DVDs, the interactive overlays on HD-DVDs, and
the Adobe Flash animation (as explained below) on Web sites. Thus, the
client device 415 limitations no longer introduce limitations as to which
features are available.
[0297] Further, the hosting system 210 is able to link together linear
content with video game content dynamically, and in real-time. For
example, if a user is watching a Quidditch match in a Harry Potter movie,
and decides she would like to try playing Quidditch, she can just click a
button and the movie will pause and immediately she will be transported
to the Quidditch segment of a Harry Potter video game. After playing the
Quidditch match, another click of a button, and the movie will resume
instantly.
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[0298] With photoreal graphics and production technology, where
the photographically-captured video is indistinguishable from the live
action characters, when a user makes a transition from a Quidditch game
in a live action movie to a Quidditch game in a video game on a hosting
service as described herein, the two scenes are virtually indistinguishable.
This provides entirely new creative options for directors of both linear
content and interactive (e.g., video game) content as the lines between
the two worlds become indistinguishable.
[0299] Utilizing the hosting service architecture shown in Fig. 14 the
control of the virtual camera in a 3D movie can be offered to the viewer.
For example, in a scene that takes place within a train car, it would be
possible to allow the viewer to control the virtual camera and look around
the car while the story progresses. This assumes that all of the 3D objects
("assets") in the car are available as well as an adequate a level of
computing power capable of rendering the scenes in real-time as well as
the original movie.
[0300] And even for non-computer generated entertainment, there
are very exciting interactive features that can be offered. For example, the
2005 motion picture "Pride and Prejudice" had many scenes in ornate old
English mansions. For certain mansion scenes, the user may pause the
video and then control the camera to take a tour of the mansion, or
perhaps the surrounding area. To implement this, a camera could be
carried through the mansion with a fish-eye lens as it keeps track of its
position, much like prior art Apple, Inc. QuickTime VR is implemented.
The various frames would then be transformed so the images are not
distorted, and then stored on RAID array 1511-1512 along with the movie,
and played back when the user chooses to go on a virtual tour.
[0301] With sports events, a live sports event, such as a basketball
game, may be streamed through the hosting service 210 for users to
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watch, as they would for regular TV. After users watched a particular play,
a video game of the game (eventually with basketball players looking as
photoreal as the real players) could come up with the players starting in
the same position, and the users (perhaps each taking control of one
player) could redo the play to see if they could do better than the players.
[0302] The hosting service 210 described herein is extremely well-
suited to support this futuristic world because it is able to bring to bear
computing power and mass storage resources that are impractical to
install in a home or in most office settings, and also it's computing
resources are always up-to-date, with the latest computing hardware
available, whereas in a home setting, there will always be homes with
older generation PCs and video games. And, in the hosting service 210,
all of this computing complexity is hidden from the user, so even though
they may be using very sophisticated systems, from the user's point of
view, it is a simple as changing channels on a television. Further, the
users would be able to access all of the computing power and the
experiences the computing power would bring from any client 415.
[0303] MULTIPLAYER GAMES
[0304] To the extent the game is a multiplayer game, then it will be
able communicate both to app/game game servers 1521-1525 through
the inbound routing 1502 network and, with a network bridge to the
Internet (not shown) with servers or game machines that are not running
in the hosting service 210. When playing multiplayer games with
computers on the general Internet, then the app/game game servers
1521-1525 will have the benefit of extremely fast access to the Internet
(compared to if the game was running on a server at home), but they will
be limited by the capabilities of the other computers playing the game on
slower connections, and also potentially limited by the fact that the game
servers on the Internet were designed to accommodate the least common
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denominator, which would be home computers on relatively slow
consumer Internet connections.
[0305] But when a multiplayer game is played entirely within a
hosting service 210 server center, then a world of difference is achievable.
Each app/game game server 1521-1525 hosting a game for a user will be
interconnected with other app/game game servers 1521-1525 as well as
any servers that are hosting the central control for the multiplayer game
with extremely high speed, extremely low latency connectivity and vast,
very fast storage arrays. For example, if Gigabit Ethernet is used for the
inbound routing 1502 network, then the app/game game servers 1521-
1525 will be communicating among each other and communicating to any
servers hosting the central control for the multiplayer game at
gigabit/second speed with potentially only 1 ms of latency or less. Further,
the RAID arrays 1511-1512 will be able to respond very rapidly and then
transfer data at gigabit/second speeds. As an example, if a user
customizes a character in terms of look and accoutrements such that the
character has a large amount of geometry and behaviors that are unique
to the character, with prior art systems limited to the game client running
in the home on a PC or game console, if that character were to come into
view of another user, the user would have to wait until a long, slow
download completes so that all of the geometry and behavior data loads
into their computer. Within the hosting service 210, that same download
could be over Gigabit Ethernet, served from a RAID array 1511-1512 at
gigabit/second speed. Even if the home user had an 8Mbps Internet
connection (which is extremely fast by today's standards), Gigabit
Ethernet is 100 times faster. So, what would take a minute over a fast
Internet connection, would take less than a second over Gigabit Ethernet.
[0306] TOP PLAYER GROUPINGS AND TOURNAMENTS
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[0307] The Hosting Service 210 is extremely well-suited for
tournaments. Because no game is running in a local client, there is no
opportunity for users to cheat. Also, because of the ability of the output
routing 1540 to multicast the UDP streams, the Hosting Service is 210 is
able to broadcast the major tournaments to thousands of people in the
audience at once.
[0308] In fact, when there are certain video streams that are so
popular that thousands of users are receiving the same stream (e.g.,
showing views of a major tournament), it may be more efficient to send
the video stream to a Content Delivery Network (CDN) such as Akamai or
Limelight for mass distribution to many client devices 415.
[0309] A similar level of efficiency can be gained when a CDN is
used to show Game Finder pages of top player groupings.
[0310] For major tournaments, a live celebrity announcer can be
used to provide commentary during certain matches. Although a large
number of users will be watching a major tournament, and relatively small
number will be playing in the tournament. The audio from the celebrity
announcer can be routed to the app/game game servers 1521-1525
hosting the users playing in the tournament and hosting any spectator
mode copies of the game in the tournament, and the audio can be
overdubbed on top of the game audio. Video of a celebrity announcer can
be overlaid on the games, perhaps just on spectator views, as well.
[0311] ACCELERATION OF WEB PAGE LOADING
[0312] The World Wide Web its primary transport protocol,
Hypertext Transfer Protocol (HTTP), were conceived and defined in an
era where only businesses had high speed Internet connections, and the
consumers who were online were using dialup modems or ISDN. At the
time, the "gold standard" for a fast connection was a T1 line which
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provided 1.5Mbps data rate symmetrically (i.e., with equal data rate in
both directions).
[0313] Today, the situation is completely different. The average
home connection speed through DSL or cable modem connections in
much of the developed world has a far higher downstream data rate than
a T1 line. In fact, in some parts of the world, fiber-to-the-curb is bringing
data rates as high as 50 to 100Mbps to the home.
[0314] Unfortunately, HTTP was not architected (nor has it been
implemented) to effectively take advantage of these dramatic speed
improvements. A web site is a collection of files on a remote server. In
very simple terms, HTTP requests the first file, waits for the file to be
downloaded, and then requests the second file, waits for the file to be
downloaded, etc. In fact, HTTP allows for more than one "open
connection", i.e., more than one file to be requested at a time, but
because of agreed-upon standards (and a desire to prevent web servers
from being overloaded) only very few open connections are permitted.
Moreover, because of the way Web pages are constructed, browsers
often are not aware of multiple simultaneous pages that could be available
to download immediately (i.e., only after parsing a page does it become
apparent that a new file, like an image, needs to be downloaded). Thus,
files on website are essentially loaded one-by-one. And, because of the
request-and-response protocol used by HTTP, there is roughly (accessing
typical web servers in the US) a 100ms latency associated with each file
that is loaded.
[0315] With relatively low speed connections, this does not
introduce much of a problem because the download time for the files
themselves dominates the waiting time for the web pages. But, as
connection speeds grow, especially with complex web pages, problems
begin to arise.
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[0316] In the example shown in Figure 24, a typical commercial
website is shown (this particular website was from a major athletic shoe
brand). The website has 54 files on it. The files include HTML, CSS,
JPEG, PHP, JavaScript and Flash files, and include video content. A total
of 1.5MBytes must be loaded before the page is live (i.e., the user can
click on it and begin to use it). There are a number of reasons for the large
number of files. For one thing, it is a complex and sophisticated webpage,
and for another, it is a webpage that is assembled dynamically based on
the information about the user accessing the page (e.g., what country the
user is from, what language, whether the user has made purchases
before, etc.), and depending on all of these factors, different files are
downloaded. Still, it is a very typical commercial web page.
[0317] Figure 24 shows the amount of time that elapses before the
web page is live as the connection speed grows. With a 1.5Mbps
connection speed 2401, using a conventional web server with a
convention web browser, it takes 13.5 seconds until the web page is live.
With a 12Mbps connection speed 2402, the load time is reduced to 6.5
seconds, or about twice as fast. But with a 96Mbps connection speed
2403, the load time is only reduced to about 5.5 seconds. The reason why
is because at such a high download speed, the time to download the files
themselves is minimal, but the latency per file, roughly 100ms each, still
remains, resulting in 54 files * 100ms = 5.4 seconds of latency. Thus, no
matter how fast the connection is to the home, this web site will always
take at least 5.4 seconds until it is live. Another factor is the server-side
queuing; every HTTP request is added in the back of the queue, so on a
busy server this will have a significant impact because for every small
item to get from the web server, the HTTP requests needs to wait for its
turn.
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[0318] One way to solve these issues is to discard or redefine
HTTP. Or, perhaps to get the website owner to better consolidate its files
into a single file (e.g., in Adobe Flash format). But, as a practical matter,
this company, as well as many others has a great deal of investment in
their web site architecture. Further, while some homes have 12-100Mbps
connections, the majority of homes still have slower speeds, and HTTP
does work well at slow speed.
[0319] One alternative is to host web browsers on app/game
servers 1521-1525, and host the files for the web servers on the RAID
arrays 1511-1512 (or potentially in RAM or on local storage on the
app/game servers 1521-1525 hosting the web browsers. Because of the
very fast interconnect through the inbound routing 1502 (or to local
storage), rather than have 100ms of latency per file using HTTP, there will
be de minimis latency per file using HTTP. Then, instead of having the
user in her home accessing the web page through HTTP, the user can
access the web page through client 415. Then, even with a 1.5Mbps
connection (because this web page does not require much bandwidth for
its video), the webpage will be live in less than 1 second per line 2400.
Essentially, there will be no latency before the web browser running on an
app/game server 1521-1525 is displaying a live page, and there will be no
detectable latency before the client 415 displays the video output from the
web browser. As the user mouses around and/or types on the web page,
the user's input information will be sent to the web browser running on the
app/game server 1521-1525, and the web browser will respond
accordingly.
[0320] One disadvantage to this approach is if the compressor is
constantly transmitting video data, then bandwidth is used, even if the
web page becomes static. This can be remedied by configuring the
compressor to only transmit data when (and if) the web page changes,
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and then, only transmit data to the parts of the page that change. While
there are some web pages with flashing banners, etc. that are constantly
changing, such web pages tend to be annoying, and usually web pages
are static unless there is a reason for something to be moving (e.g., a
video clip). For such web pages, it is likely the case the less data will be
transmitted using the hosting service 210 than a conventional web server
because only the actual displayed images will be transmitted, no thin
client executable code, and no large objects that may never be viewed,
such as rollover images.
[0321] Thus, using the hosting service 210 to host legacy web
pages, web page load times can be reduces to the point where opening a
web page is like changing channels on a television: the web page is live
effectively instantly.
[0322] FACILITATING DEBUGGING OF GAMES AND APPLICATIONS
[0323] As mentioned previously, video games and applications with
real-time graphics are very complex applications and typically when they
are released into the field they contain bugs. Although software
developers will get feedback from users about bugs, and they may have
some means to pass back machine state after crashes, it is very difficult
to identify exactly what has caused a game or real-time application to
crash or to perform improperly.
[0324] When a game or application runs in the hosting service 210,
the video/audio output of the game or application is constantly recorded
on a delay buffer 1515. Further, a watchdog process runs each app/game
server 1521-1525 which reports regularly to the hosting service control
system 401 that the app/game server 1521-1525 is running smoothly. If
the watchdog process fails to report in, then the server control system 401
will attempt to communicate with the app/game server 1521-1525, and if
successful, will collect whatever machine state is available. Whatever
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information is available, along with the video/audio recorded by the delay
buffer 1515 will be sent to the software developer.
[0325] Thus, when the game or application software developer gets
notification of a crash from the hosting service 210, it gets a frame-by-
frame record of what led up to the crash. This information can be
immensely valuable in tracking down bugs and fixing them.
[0326] Note also, that when an app/game server 1521-1525
crashes the server is restarted at the most recent restartable point, and a
message is provided to the user apologizing for the technical difficulty.
[0327] RESOURCE SHARING AND COST SAVINGS
[0328] The system shown in Figures 4a and 4b provide a variety of
benefits for both end users and game and application developers. For
example, typically, home and office client systems (e.g., PCs or game
consoles) are only in use for a small percentage of the hours in a week.
According to an October 5, 2006 press release by the Nielsen
Entertainment "Active Gamer Benchmark Study"
(http://www.prnewswire.com/cgi-
bin/stories.pl?ACCT=l 04&STORY=/www/story/l 0-05-
2006/0004446115& E DATE=) active gamers spend on average 14 hours a
week playing on video game consoles and about 17 hours a week on
handhelds. The report also states that for all game playing activity
(including console, handheld and PC game playing) Active Gamers
average 13 hours a week. Taking into consideration the higher figure of
console video game playing time, there are 24*7=168 hours in a week,
that implies that in an active gamer's home, a video game console is in
use only 17/168=10% of the hours of a week. Or, 90% of the time, the
video game console is idle. Given the high cost of video game consoles,
and the fact that manufacturers subsidize such devices, this is a very
inefficient use of an expensive resource. PCs within businesses are also
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typically used only a fraction of the hours of the week, especially non-
portable desktop PCs often required for high-end applications such as
Autodesk Maya. Although some businesses operate at all hours and on
holidays, and some PCs (e.g., portables brought home for doing work in
the evening) are used at all hours and holidays, most business activities
tend to center around 9AM to 5PM, in a given business' time zone, from
Monday to Friday, less holidays and break times (such as lunch), and
since most PC usage occurs while the user is actively engaged with the
PC, it follows that desktop PC utilization tends to follow these hours of
operation. If we were to assume that PCs are utilized constantly from 9AM
to 5PM, 5 days a week, that would imply PCs are utilized 40/168=24% of
the hours of the week. High-performance desktop PCs are very expensive
investments for businesses, and this reflects a very low level of utilization.
Schools that are teaching on desktop computers may use computers for
an even smaller fraction of the week, and although it varies depending
upon the hours of teaching, most teaching occurs during the daytime
hours from Monday through Friday. So, in general, PCs and video game
consoles are utilized only a small fraction of the hours of the week.
[0329] Notably, because many people are working at businesses or
at school during the daytime hours of Monday through Friday on non-
holidays, these people generally are not playing video games during these
hours, and so when they do play video games it is generally during other
hours, such as evenings, weekends and on holidays.
[0330] Given the configuration of the hosting service shown in
Figure 4a, the usage patterns described in the above two paragraphs
result in very efficient utilization of resources. Clearly, there is a limit
to the
number of users who can be served by the hosting service 210 at a given
time, particularly if the users are requiring real-time responsiveness for
complex applications like sophisticated 3D video games. But, unlike a
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video game console in a home or a PC used by a business, which
typically sits idle most of the time, servers 402 can be re-utilized by
different users at different times. For example, a high-performance server
402 with high performance dual CPUs and dual GPUs and a large
quantity of RAM can be utilized by a businesses and schools from 9AM to
5PM on non-holidays, but be utilized by gamers playing a sophisticated
video game in the evenings, weekends and on holidays. Similarly, low-
performance applications can be utilized by businesses and schools on a
low-performance server 402 with a Celeron CPU, no GPU (or a very low-
end GPU) and limited RAM during business hours and a low-performance
game can utilize a low-performance server 402 during non-business
hours.
[0331] Further, with the hosting service arrangement described
herein, resources are shared efficiently among thousands, if not millions,
of users. In general, online services only have a small percentage of their
total user base using the service at a given time. If we consider the
Nielsen video game usage statistics listed previously, it is easy to see
why. If active gamers play console games only 17 hours of a week, and if
we assume that the peak usage time for game is during the typical non-
work, non-business hours of evenings (5-12AM, 7*5 days=35 hours/week)
and weekend (8AM-1 2AM, 16*2=32 hours/week), then there are
35+32=65 peak hours a week for 17 hours of game play. The exact peak
user load on the system is difficult to estimate for many reasons: some
users will play during off-peak times, there may be certain day times when
there are clustering peaks of users, the peak times can be affected by the
type of game played (e.g., children's games will likely be played earlier in
the evening), etc. But, given that the average number of hours played by a
gamer is far less than the number of hours of the day when a gamer is
likely to play a game, only a fraction of the number of users of the hosting
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service 210 will be using it at a given time. For the sake of this analysis,
we shall assume the peak load is 12.5%. Thus, only 12.5% of the
computing, compression and bandwidth resources are used at a given
time, resulting in only 12.5% of the hardware cost to support a given user
to play a given level of performance game due to reuse of resources.
[0332] Moreover, given that some games and applications require
more computing power than others, resources may be allocated
dynamically based on the game being played or the applications executed
by users. So, a user selecting a low-performance game or application will
be allocated a low-performance (less expensive) server 402, and a user
selecting a high-performance game or applications will be allocated a
high-performance (more expensive) server 402. Indeed, a given game or
application may have lower-performance and higher-performance
sections of the game or applications, and the user can be switched from
one server 402 to another server 402 between sections of the game or
application to keep the user running on the lowest-cost server 402 that
meets the game or application's needs. Note that the RAID arrays 405,
which will be far faster than a single disk, will be available to even low-
performance servers 402, that will have the benefit of the faster disk
transfer rates. So, the average cost per server 402 across all of the
games being played or applications being used is much less than the cost
of the most expensive server 402 that plays the highest performance
game or applications, yet even the low-performance servers 402, will
derive disk performance benefits from the RAID arrays 405.
[0333] Further, a server 402 in the hosting service 210 may be
nothing more than a PC motherboard without a disk or peripheral
interfaces other than a network interface, and in time, may be integrated
down to a single chip with just a fast network interface to the SAN 403.
Also, RAID Arrays 405 likely will be shared amongst far many more users
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than there are disks, so the disk cost per active user will be far less than
one disk drive. All of this equipment will likely reside in a rack in an
environmentally-controlled server room environment. If a server 402 fails,
it can be readily repaired or replaced at the hosting service 210. In
contrast, a PC or game console in the home or office must be a sturdy,
standalone appliance that has to be able to survive reasonable wear and
tear from being banged or dropped, requires a housing, has at least one
disk drive, has to survive adverse environment conditions (e.g., being
crammed into an overheated AV cabinet with other gear), requires a
service warranty, has to be packaged and shipped, and is sold by a
retailer who will likely collect a retail margin. Further, a PC or game
console must be configured to meet the peak performance of the most
computationally-intensive anticipated game or application to be used at
some point in the future, even though lower performance games or
application (or sections of games or applications) may be played most of
the time. And, if the PC or console fails, it is an expensive and time-
consuming process (adversely impacting the manufacturer, user and
software developer) to get it repaired.
[0334] Thus, given that the system shown in Figure 4a provides an
experience to the user comparable to that of a local computing resource,
for a user in the home, office or school to experience a given level of
computing capability, it is much less expensive to provide that computing
capability through the architecture shown in Figure 4a.
[0335] ELIMINATING THE NEED TO UPGRADE
[0336] Further, 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 applications on the hosting service 210,
regardless of what type of server 402 is required for that game or
applications, is available to the user, and all games and applications run
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nearly instantly (i.e., loading rapidly from the RAID Arrays 405 or local
storage on a servers 402) and properly with the latest updates and bug
fixes (i.e., software developers will be able to choose an ideal server
configuration for the server(s) 402 that run(s) a given game or application,
and then configure the server(s) 402 with optimal drivers, and then over
time, the developers will be able to provide updates, bug fixes, etc. to all
copies of the game or application in the hosting service 210 at once).
Indeed, after the user starts using the hosting service 210, the user is
likely to find that games and applications continue to provide a better
experience (e.g., through updates and/or bug fixes) and it may be the
case that a user discovers a year later that a new game or application is
made available on the service 210 that is utilizing computing technology
(e.g., a higher-performance GPU) that did not even exist a year before, so
it would have been impossible for the user to buy the technology a year
before that would play the game or run the applications a year later. Since
the computing resource that is playing the game or running the application
is invisible to the user (i.e., from the user's perspective the user is simply
selecting a game or application that begins running nearly instantly-
much as if the user had changed channels on a television), the user's
hardware will have been "upgraded" without the user even being aware of
the upgrade.
[0337] ELIMINATING THE NEED FOR BACKUPS
[0338] Another major problem for users in businesses, schools and
homes are backups. Information stored in a local PC or video game
console (e.g., in the case of a console, a user's game achievements and
ranking) can be lost if a disk fails, or if there is an inadvertent erasure.
There are many applications available that provide manual or automatic
backups for PCs, and game console state can be uploaded to an online
server for backup, but local backups are typically copied to another local
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disk (or other non-volatile storage device) which has to be stored
somewhere safe and organized, and backups to online services are often
limited because of the slow upstream speed available through typical low-
cost Internet connections. With the hosting service 210 of Figure 4a, the
data that is stored in RAID arrays 405 can be configured using prior art
RAID configuration techniques well-known to those skilled in the art such
that if a disk fails, no data will be lost, and a technician at the server
center housing the failed disk will be notified, and then will replace the
disk, which then will be automatically updated so that the RAID array is
once again failure tolerant. Further, since all of the disk drives are near
one another and with fast local networks between them through the SAN
403 it is not difficult in a server center to arrange for all of the disk
systems
to be backed up on a regular basis to secondary storage, which can be
either stored at the server center or relocated offsite. From the point of
view of the users of hosting service 210, their data is simply secure all the
time, and they never have to think about backups.
[0339] ACCESS TO DEMOS
[0340] Users frequently want to try out games or applications
before buying them. As described previously, there are prior art means by
which to demo (the verb form of "demo" means to try out a demonstration
version, which is also called a "demo", but as a noun) games and
applications, but each of them suffers from limitations and/or
inconveniences. Using the hosting service 210, it is easy and convenient
for users to try out demos. Indeed, all the user does is select the demo
through a user interface (such as one described below) and try out the
demo. The demo will load almost instantly onto a server 402 appropriate
for the demo, and it will just run like any other game or application.
Whether the demo requires a very high performance server 402, or a low
performance server 402, and no matter what type of home or office client
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415 the user is using, from the point of view of the user, the demo will just
work. The software publisher of either the game or application demo will
be able to control exactly what demo the user is permitted to try out and
for how long, and of course, the demo can include user interface elements
that offer the user an opportunity to gain access to a full version of the
game or application demonstrated.
[0341] Since demos are likely to be offered below cost or free of
charge, some users may try to use demos repeated (particularly game
demos, which may be fun to play repeatedly). The hosting service 210
can employ various techniques to limit demo use for a given user. The
most straightforward approach is to establish a user ID for each user and
limit the number of times a given user ID is allowed to play a demo. A
user, however, may set up 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 is allowed to play a demo. If the client is a standalone
device, then the device will have a serial number, and the hosting service
210 can limit the number of times a demo can be accessed by a client
with that serial number. If the client 415 is running as software on a PC or
other device, then a serial number can be assigned by the hosting service
210 and stored on the PC and used to limit demo usage, but given that
PCs can be reprogrammed by users, and the serial number erased or
changed, another option is for the hosting service 210 to keep a record of
the PC network adapter Media Access Control (MAC) address (and/or
other machine specific identifiers such as hard-drive serial numbers, etc.)
and limit demo usage to it. Given that the MAC addresses of network
adapters can be changed, however, this is not a foolproof method.
Another approach is to limit the number of times a demo can be played to
a given IP address. Although IP addresses may be periodically
reassigned by cable modem and DSL providers, it does not happen in
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practice very frequently, and if it can be determined (e.g., by contacting
the ISP) that the IP is in a block of IP addresses for residential DSL or
cable modem accesses, then a small number of demo uses can typically
be established for a given home. Also, there may be multiple devices at a
home behind a NAT router sharing the same IP address, but typically in a
residential setting, there will be a limited number of such devices. If the IP
address is in a block serving businesses, then a larger number of demos
can be established for a business. But, in the end, a combination of all of
the previously mentioned approaches is the best way to limit the number
of demos on PCs. Although there may be no foolproof way that a
determined and technically adept user can be limited in the number of
demos played repeatedly, creating a large number of barriers can create a
sufficient deterrent such that it's not worth the trouble most PC users to
abuse the demo system, and rather they use the demos as they were
intended to try out new games and applications.
[0342] BENEFITS TO SCHOOLS, BUSINESSES AND OTHER INSTITUTIONS
[0343] Significant benefits accrue particularly to businesses,
schools and other institutions that utilize the system shown in Figure 4a.
Businesses and schools have substantial costs associated with installing,
maintaining and upgrading PCs, particularly when it comes to PCs for
running high-performance applications, such a Maya. As stated
previously, PCs are generally utilized only a fraction of the hours of the
week, and as in the home, the cost of PC with a given level of
performance capability is far higher in an office or school environment
than in a server center environment.
[0344] In the case of larger businesses or schools (e.g., large
universities), it may be practical for the IT departments of such entities to
set up server centers and maintain computers that are remotely accessed
via LAN-grade connections. A number of solutions exist for remote
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access of computers over a LAN or through a private high bandwidth
connection between offices. For example, with Microsoft's Windows
Terminal Server, or through virtual network computing applications like
VNC, from ReaIVNC, Ltd., or through thin client means from Sun
Microsystems, users can gain remote access to PCs or servers, with a
range of quality in graphics response time and user experience. Further,
such self-managed server centers are typically dedicated for a single
business or school and as such, are unable to take advantage of the
overlap of usage that is possible when disparate applications (e.g.,
entertainment and business applications) utilize the same computing
resources at different times of the week. So, many businesses and
schools lack the scale, resources or expertise to set up a server center on
their own that has a LAN-speed network connection to each user. Indeed,
a large percentage of schools and businesses have the same Internet
connections (e.g., DSL, cable modems) as homes.
[0345] Yet such organizations may still have the need for very high-
performance computing, either on a regular basis or on a periodic basis.
For example, a small architectural firm may have only a small number of
architects, with relatively modest computing needs when doing design
work, but it may require very high-performance 3D computing periodically
(e.g., when creating a 3D fly-through of a new architectural design for a
client). The system shown in Figure 4a is extremely well suited for such
organizations. The organizations need nothing more than the same sort
of network connection that are offered to homes (e.g., DSL, cable
modems) and are typically very inexpensive. They can either utilize
inexpensive PCs as the client 415 or dispense with PCs altogether and
utilize inexpensive dedicated devices which simply implement the control
signal logic 413 and low-latency video decompression 412. These
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features are particularly attractive for schools that may have problems
with theft of PCs or damage to the delicate components within PCs.
[0346] Such an arrangement solves a number of problems for such
organizations (and many of these advantages are also shared by home
users doing general-purpose computing). For one, the operating cost
(which ultimately must be passed back in some form to the users in order
to have a viable business) can be much lower because (a) the computing
resources are shared with other applications that have different peak
usage times during the week, (b) the organizations can gain access to
(and incur the cost of) high performance computing resources only when
needed, (c) the organizations do not have to provide resources for
backing up or otherwise maintaining the high performance computing
resources.
[0347] ELIMINATION OF PIRACY
[0348] In addition, games, applications, interactive movies, etc, can
no longer be pirated as they are today. Because game is executed at the
service center, users are not provided with access to the underlying
program code, so there is nothing to pirate. Even if a user were to copy
the source code, the user would not be able to execute the code on a
standard game console or home computer. This opens up markets in
places of the world such as China, where standard video gaming is not
made available. The re-sale of used games is also not possible.
[0349] For game developers, there are fewer market discontinuities
as is the case today. The hosting service 210 can be gradually updated
over time as gaming requirements change, in contrast to the current
situation where a completely new generation of technology forces users
and developers to upgrade and the game developer is dependent on the
timely delivery of the hardware platform.
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[0350] STREAMING INTERACTIVE VIDEO
[0351] The above descriptions provide a wide range of applications
enabled by the novel underlying concept of general Internet-based, low-
latency streaming interactive video (which implicitly includes audio
together with the video as well, as used herein). Prior art systems that
have provided streaming video through the Internet only have enabled
applications which can be implemented with high latency interactions. For
example, basic playback controls for linear video (e.g. pause, rewind, fast
forward) work adequately with high latency, and it is possible to select
among linear video feeds. And, as stated previously, the nature of some
video games allow them to be played with high latency. But the high
latency (or low compression ratio) of prior art approaches for streaming
video have severely limited the potential applications of streaming video
or narrowed their deployments to specialized network environments, and
even in such environments, prior art techniques introduce substantial
burdens on the networks. The technology described herein opens the
door for the wide range of applications possible with low-latency
streaming interactive video through the Internet, particularly those enabled
through consumer-grade Internet connections.
[0352] Indeed, with client devices as small as client 465 of Figure
4c sufficient to provide an enhanced user experience with an effectively
arbitrary amount of computing power, arbitrary amount of fast storage,
and extremely fast networking amongst powerful servers, it enables a new
era of computing. Further, because the bandwidth requirements do not
grow as the computing power of the system grows (i.e., because the
bandwidth requirements are only tied to display resolution, quality and
frame rate), once broadband Internet connectivity is ubiquitous (e.g.,
through widespread low-latency wireless coverage), reliable, and of
sufficiently high bandwidth to meet the needs of the display devices 422 of
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all users, the question will be whether thick clients(such as PCs or mobile
phones running Windows, Linux, OSX, etc.,) or even thin clients (such as
Adobe Flash or Java) are necessary for typical consumer and business
applications.
[0353] The advent of streaming interactive video results in a
rethinking of assumptions about the structure of computing architectures.
An example of this is the hosting service 210 server center embodiment
shown in Figure 15. The video path for delay buffer and/or group video
1550 is a feedback loop where the multicasted streaming interactive video
output of the app/game servers 1521-1525 is fed back into the app/game
servers 1521-1525 either in real-time via path 1552 or after a selectable
delay via path 1551. This enables a wide range of practical applications
(e.g. such as those illustrated in Figures 16, 17 and 20) that would be
either impossible or infeasible through prior art server or local computing
architectures. But, as a more general architectural feature, what feedback
loop 1550 provides is recursion at the streaming interactive video level,
since video can be looped back indefinitely as the application requires it.
This enables a wide range of application possibilities never available
before.
[0354] Another key architectural feature is that the video streams
are unidirectional UDP streams. This enables effectively an arbitrary
degree of multicasting of streaming interactive video (in contrast, two-way
streams, such as TCP/IP streams, would create increasingly more traffic
logjams on the networks from the back-and-forth communications as the
number of users increased). Multicasting is an important capability within
the server center because it allows the system to be responsive to the
growing needs of Internet users (and indeed of the world's population) to
communicate on a one-to-many, or even a many-to-many basis. Again,
the examples discussed herein, such as Figure 16 which illustrates the
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use of both streaming interactive video recursion and multicasting are just
the tip of a very large iceberg of possibilities.
[0355] In one embodiment, the various functional modules
illustrated herein and the associated steps may be performed by specific
hardware components that contain hardwired logic for performing the
steps, such as an application-specific integrated circuit ("ASIC") or by any
combination of programmed computer components and custom hardware
components.
[0356] In one embodiment, the modules may be implemented on a
programmable digital signal processor ("DSP") such as a Texas
Instruments' TMS320x architecture (e.g., a TMS320C6000,
TMS320C5000, ... etc). Various different DSPs may be used while still
complying with these underlying principles.
[0357] Embodiments may include various steps as set forth above.
The steps may be embodied in machine-executable instructions which
cause a general-purpose or special-purpose processor to perform certain
steps. Various elements which are not relevant to these underlying
principles such as computer memory, hard drive, input devices, have
been left out of the figures to avoid obscuring the pertinent aspects.
[0358] Elements of the disclosed subject matter may also be
provided as a machine-readable medium for storing the machine-
executable instructions. The machine-readable medium may include, but
is not limited to, flash memory, optical disks, CD-ROMs, DVD ROMs,
RAMs, EPROMs, EEPROMs, magnetic or optical cards, propagation
media or other type of machine-readable media suitable for storing
electronic instructions. For example, the present invention may be
downloaded as a computer program which may be transferred from a
remote computer (e.g., a server) to a requesting computer (e.g., a client)
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by way of data signals embodied in a carrier wave or other propagation
medium via a communication link (e.g., a modem or network connection).
[0359] It should also be understood that elements of the disclosed
subject matter may also be provided as a computer program product
which may include a machine-readable medium having stored thereon
instructions which may be used to program a computer (e.g., a processor
or other electronic device) to perform a sequence of operations.
Alternatively, the operations may be performed by a combination of
hardware and software. The machine-readable medium may include, but
is not limited to, floppy diskettes, optical disks, CD-ROMs, and magneto-
optical disks, ROMs, RAMs, EPROMs, EEPROMs, magnet or optical
cards, propagation media or other type of media/machine-readable
medium suitable for storing electronic instructions. For example, elements
of the disclosed subject matter may be downloaded as a computer
program product, wherein the program may be transferred from a remote
computer or electronic device to a requesting process by way of data
signals embodied in a carrier wave or other propagation medium via a
communication link (e.g., a modem or network connection).
[0360] Additionally, although the disclosed subject matter has been
described in conjunction with specific embodiments, numerous
modifications and alterations are well within the scope of the present
disclosure. Accordingly, the specification and drawings are to be regarded
in an illustrative rather than a restrictive sense.
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