摘要 |
The present invention is means (Figure 2) and method (Figures 1 and 2) for synchronizing the animation speed of multiple video game systems in a networked environment (Figure 4) with no external synchronization signals required. Video games and most computer display controllers are closed free running systems. Because most such systems have the means to switch between an interlaced and non-interlaced operation, and because interlaced and non-interlaced modes have a relative timing variation, the timing between two or more such closed free running systems can be synchronized. This method (Figure 3) allows synchronization with an imprecise timing reference. The vertical display timing is the free running oscillator, and the interlaced/non-interlaced mode transition is used as the timing adjustment means. The actual arrival of data in a communication medium (505) connecting two systems (510, 520) being synchronized is used in relation to an expected arrival time to provide the clock reference. |