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Method and apparatus for synchronizing the execution of multiple video game systems in a networked environment

机译:用于在网络环境中同步执行多个视频游戏系统的方法和装置

摘要

The present invention is a means and method for synchronizing the execution of multiple video game systems in a networked environment 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 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 time of data in a communication medium connecting two systems being synchronized is used in relation to an expected arrival time to provide the clock reference.
机译:本发明是一种用于在网络环境中同步多个视频游戏系统的执行而无需外部同步信号的装置和方法。视频游戏和大多数计算机显示控制器是封闭的自由运行系统。因为大多数这样的系统具有在隔行和非隔行操作之间切换的装置,并且由于隔行和非隔行模式具有相对的定时变化,所以可以使两个或更多个这种封闭的自由运行系统之间的定时同步。此方法允许与不精确的时序参考进行同步。垂直显示定时是自由运行的振荡器,并且隔行/非隔行模式转换用作定时调整装置。数据在连接两个正在同步的系统的通信介质中的实际到达时间与预期到达时间有关,以提供时钟参考。

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