Electronic Arts has patented a video game test system that objectively measures event latency to identify coding errors affecting game speed. The system simulates user interaction to measure elapsed time between actions and corresponding events, ensuring smooth gameplay. GlobalData’s report on Electronic Arts gives a 360-degree view of the company including its patenting strategy. Buy the report here.
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According to GlobalData’s company profile on Electronic Arts, Location-based parallel gaming was a key innovation area identified from patents. Electronic Arts's grant share as of February 2024 was 74%. Grant share is based on the ratio of number of grants to total number of patents.
Video game test system for measuring event latency
A recently granted patent (Publication Number: US11904238B2) discloses a video game test system designed to evaluate event latency during the execution of a video game. The system includes a hardware processor that initiates a timer when a command is given to a separate user computing system running the game. By analyzing output signals from the user system and converting them into pixels representing frames of the game, the system can identify embedded data and calculate event latency based on the timing of these data detections. The system can also stop the timer upon detecting specific embedded data, such as a stop condition, to accurately measure latency between user commands and corresponding in-game events triggered by those commands.
Furthermore, the patented video game test system can adjust event latency calculations based on any delays introduced by the testing system itself. By analyzing multiple frames of the game and detecting embedded data in each frame, the system can provide a comprehensive assessment of event latency throughout gameplay. The method outlined in the patent involves decoding output signals from the user computing system, accessing subsets of pixels containing embedded data, and determining event latency based on the timing of these data detections. The system also considers latency noise from both the testing system and the user computing system, ensuring a thorough evaluation of event latency in video games.
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