Patent published on February 1, 2024

Ericsson Patent Makes Virtual Reality Games Look Better in 5G

Innovative Ericsson Patent Enhances Virtual Reality Gaming Experience in 5G

A new patent developed by Telefonaktiebolaget LM Ericsson (publ) aims to revolutionize the virtual reality (VR) gaming industry by optimizing the rendering of games in a 5G network. The patent, titled "5G Optimized Game Rendering" (patent number US20240033624A1), focuses on addressing core issues associated with remote game rendering and enhancing the overall quality of VR gaming.

The core problem being addressed by this patent is the challenge of remote gaming. Traditionally, adaptive bitrate (ABR) video streaming methods used for video-on-demand services are not suitable for gaming due to high latency and limited buffer sizes on client devices. This leads to a poor user experience, as sudden changes in bandwidth can cause video buffering and gameplay interruptions. Furthermore, high latency can impact real-time gaming, affecting the player's ability to react quickly, leading to unfair disadvantages and frustrations.

To tackle these issues, Ericsson's patent proposes a novel approach to game rendering in remote gaming using 5G networks. The technology optimizes video delivery based on bandwidth availability and client device capabilities. By leveraging 360-degree video rendering, the patent allows for dynamic adaptation to network conditions, ensuring a smooth and immersive gaming experience for players.

The patent introduces custom foveated adaptive projection maps, which determine the clarity and resolution of different areas within the game. This enables the system to prioritize rendering the portion of the game that the player is currently focusing on, while allocating fewer resources to the peripheral areas. By doing so, the patent minimizes latency and optimizes bandwidth usage, resulting in improved gameplay quality.

After implementing this patent, the world of VR gaming is expected to undergo a significant transformation. Players will experience reduced motion-to-photon latency, resulting in smoother and more responsive movement within the game. Additionally, the custom foveated adaptive projection maps will enhance visual fidelity, particularly in the player's immediate field of view, making graphics appear sharper and more detailed.

Consider a scenario where a player is engaged in a first-person shooter game. With the implementation of this patent, the player's actions and movements will be accurately reflected in the game, reducing the chance of motion sickness. The custom foveated rendering will ensure that enemies and crucial elements within the player's field of view are presented at a higher resolution and with greater clarity, enhancing their gaming experience and overall performance.

It is important to note that this patent is not a confirmation of a product's release. While the technology holds significant potential, there are no guarantees that it will be available in the market. However, if implemented successfully, Ericsson's 5G Optimized Game Rendering technology could transform the way we perceive and indulge in virtual reality gaming.

In conclusion, the recently published Ericsson patent, "5G Optimized Game Rendering," addresses critical issues in the remote gaming domain. By optimizing rendering techniques using 5G networks, the patent aims to enhance the VR gaming experience for players. With reduced latency, improved video quality, and better motion-to-photon responsiveness, users can expect a more immersive, enthralling, and enjoyable gaming experience. However, it is essential to bear in mind that this patent's availability as a commercial product is uncertain.

P.S. Please note that the information presented in this article is based on a patent and its published details. While the solution seems promising, there is no guarantee that it will be commercially available in the future.

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