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Matchmaking for online games with streaming players

机译:与流媒体播放器进行在线游戏对接

摘要

When some of the players may be streaming players and others may be non-streaming players, the matchmaking system matches the players for the online game. Streaming players may experience a relatively greater network latency for game events than non-streaming players because they receive the content of the online game from the streaming system through computer networks. When matching streaming players and non-streaming players for online game play, the relative competitive disadvantage for streaming players due to network latency can be compensated. Additionally, streaming players that use input devices that may be more difficult to use and/or may be less responsive during gameplay, such as a touch screen, may also compensate for their input device shortcomings during matchmaking.
机译:当某些播放器可能是流播放器而其他播放器可能是非流播放器时,对接系统会为在线游戏匹配播放器。流媒体播放器可能比非流媒体播放器经历相对较大的网络延迟,因为流媒体播放器通过计算机网络从流媒体系统接收在线游戏的内容。当匹配流媒体播放器和非流媒体播放器以进行在线游戏时,由于网络延迟而导致的流媒体播放器的相对竞争劣势可以得到补偿。另外,使用输入设备的流式播放器可能更难使用和/或在游戏过程中可能响应性较差,例如触摸屏,也可以弥补配对过程中其输入设备的缺点。

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