Technologies are generally described for reducing lag time via predictive caching in cloud-based gaming. In one example, a cloud-based gaming system may identify game paths that can be taken during real-time game play and may break down the game paths into subsets of path segments a player can select. The system may determine a probability of the player taking a subset of the path segments based on real-time actions by the player and a game history of the current player and past players. The system may assign probabilities of being selected to the subsets of path segments and may render the subsets of path segments based on their respective probabilities. The system may transmit the rendered game content data for the subsets of path segments to a game client for caching on the local cache so that the game content data may be available when needed during real- time game play.
申请公布号
WO2013084078(A1)
申请公布日期
2013.06.13
申请号
WO2012IB51103
申请日期
2012.03.09
申请人
EMPIRE TECHNOLOGY DEVELOPMENT LLC;CHHAOCHHARIA, NIKHIL;RAMASANGU, HARIHARAN;KOOMULLIL, GEORGE, PAULOSE