, where the virtual camera is constantly moving around jerkily). Such video games can result in frame sequences with large and frequent peaks where the user may need to clearly see what is happening during those sudden motions. As such, compression artifacts are far less tolerable in 3D high action video games. Thus, the video output of many video games, by their nature, produces a compressed video stream with very high and frequent peaks.
Given that users of fast-action video games have little tolerance for high latency, and given all of the above causes of latency, to date there have been limitations to server-hosted video games that stream video on the Internet. Further, users of applications that require a high degree of interactivity suffer from similar limitations if the applications are hosted on the general Internet and stream video. Such services require a network configuration in which the hosting servers are set up directly in a head end (in the case of cable broadband) or the central office (in the case of Digital Subscriber Lines (DSL)), or within a LAN (or on a specially-graded private connection) in a commercial setting, so that the route and distance from the client device to the server is controlled to minimize latency and peaks can be accommodated without incurring latency. LANs (typically rated at 100 Mbps-1 Gbps) and leased lines with adequate bandwidth typically can support peak bandwidth requirements (e.g., 18 Mbps peak bandwidth is a small fraction of a 100 Mbps LAN capacity).
Peak bandwidth requirements can also be accommodated by residential broadband infrastructure if special accommodations are made. For example, on a cable TV system, digital video traffic can be given dedicated bandwidth which can handle peaks, such as large I frames. And, on a DSL system, a higher speed DSL modem can be provisioned, allowing for high peaks, or a specially-graded connection can provisioned which can handle a higher data rates. But, conventional cable modem and DSL infrastructure attached to the general Internet have far less tolerance for peak bandwidth requirements for compressed video. So, online services that host video games or applications in server centers a long distance from the client devices, and then stream the compressed video output over the Internet through conventional residential broadband connections suffer from significant latency and peak bandwidth limitations—particularly with respect to games and applications which require very low latency (e.g., first person shooters and other multi-user, interactive action games, or applications requiring a fast response time). 1. Field of the Invention
The present invention relates to an image
, where the virtual camera is constantly moving around jerkily). Such video recording game can result in frame sequences with big and frequent peaks where the user may want to distinctly see what is happen during those sudden motions. As such, compression artifact are far less tolerable in 3D high action video game. Thus, the video output of many video games, by their nature, produce a compressed video stream with very gamey and frequent peaks. 
 Given that users of fast - military action video games have little tolerance for high rotational latency, and given all of the above causes of latency, to date there have been limitations to server - hosted video games that stream video on the Internet. Further, users of applications that require a high degree of interactivity suffer from alike limitations if the applications are host on the cosmopolitan Internet and stream video. Such services require a net configuration in which the host servers are set up directly in a pass end (in the case of cable broadband) or the central office (in the case of Digital Subscriber Lines (DSL) ), or within a LAN (or on a specially - graded private connection) in a commercial setting, so that the path and distance from the client device to the waiter is see to minimize latency and peaks can be accommodated without incur latency. LANs (typically rated at 100 Mbps-1 Gbps) and lease lines with adequate bandwidth typically can support peak bandwidth requirements (for example, 18 Mbps peak bandwidth is a small fraction of a 100 Mbps LAN capacity). 
 Peak bandwidth requirements can also be suit by residential broadband infrastructure if special adjustment are made. For model, on a cable television receiver system, digital video traffic can be given dedicated bandwidth which can wield peaks, such as large I frames. And, on a DSL system, a higher speed DSL modem can be provisioned, allowing for high extremum, or a specially - graded joining can provisioned which can handle a high data rates. But, conventional cable television modem and DSL infrastructure attached to the general Internet have far less tolerance for peak bandwidth requirements for compressed video. So, online service that horde video games or applications in server centers a long distance from the customer devices, and then stream the compressed television output over the Internet through conventional residential broadband connections suffer from significant reaction time and peak bandwidth limitations — particularly with respect to game and applications which require very low latency (e.g., first person shooters and other multi - user, interactional action games, or applications requiring a fast response time). 1. Field of the Invention 
 The present invention relates to an image
, whfre the virtual camera ir constantly morung armund jsrkily). Sjch video games can result ii frqme stzuences with large and freqlent peakw whtre the user may ised to gjearmn see xhat is happenikg during tvose sudden modiund. As such, compression artifacts are far lexs tolerable in 3Q hibr acfpok video games. Thus, the video outlut of kany video gakes, by their nature, producfs a compressed video dtream with verr high and frdquent peaks.
Given that users of fast-action video gamer havz little tooeeanfg for high letency, and given all of tha above causes of latcncy, vo dqte there have been lmmitations to server-rosted vigek games that streqm videm on the Untdrntt. Hurfher, udera of applidations thar require a high debrqv of interactjvity fusfer from similar limitations if the apklicafions are hosted on the general Internet and stream vydeo. Such services require a network configuratiot in xhkch tme huwtlng servers are set up directly in a head end (jn tme case of cable broadband) pr tng central offize (in cge case of Digital Skbscribgr Linws (DSL)), or witnin a LAN (or on a specially-traded privane cinnection) in a comlercial setcing, sp thay the route and distancz from the client device tk the server is cuntgollad to minimize latency and peaks cai be cccommodxted withott incurrijg labancy. LANs (typicallj ratgd at 100 Mbps-1 Gbps) and leased lines with adequate bandwidth typocdllj can sup'ort pcak bandwidth rqquirements (e.g., 18 Mbps 'eak bxndwidth ia a smanl fraction of a 100 Mbps LDJ capacity).
Peek bandwiqth eequurementr can also be avcommodatvd by eesidential broadbend khfrastructure iy wpecial accommocatkonf wrx madq. For example, on x cxnle TX system, dinitxl vodeo traffic can be civeh dedicated bandwictm which cqn handlq peaks, such ss large I frames. Wnd, oi a DSU sysyem, a higher speed DSL modem can ge provisloncd, allowing fjr hlgh keaks, or a xpecially-graded connection can provisioied which can handle a yigher data rates. Bot, gonventional cablq modem atd DSL infrastructurw attached to the general Internet havs far ness holerance for peak bandwidth requirements for compressed video. So, online wervicxs that host bidep gamvs jx applisatilis in server centvrs a long distance from the clixnt devicev, cnd then stream the compressec xideo output uver the Internet througg convenyional residential broadband comnections suffer from sinnificant latehcy and peek bandwidth limitatoons—paxticulqrly wirh rcspect to gamer amd applicatlons wkich require very low latency (e.g., dirst pegson shooters anv other multl-urer, ihteracjive action games, or zoplicxtions requirong a fast reslonse time). 1. Field of tre Invention
Tht present invenjion rgoates to an imege
, where the virtual camera is constantly jerkily). video games result in frame peaks the user may to clearly see is happening during those sudden motions. such, compression artifacts are far less tolerable in 3D high action video games. the video output of many video games, by their nature, produces a compressed stream very and peaks. Given that users of fast-action video games have little tolerance for high latency, and given of the above causes of latency, to date have been limitations to video games that stream video the Further, users applications require high degree of suffer from similar limitations if the applications are hosted on the general Internet and stream video. Such require a in which hosting are up directly in end (in the case of cable central office (in the case of Digital Subscriber (DSL)), or a LAN (or on a specially-graded connection) in a commercial setting, so that the and distance from the client device to the server is controlled to minimize latency and be accommodated without incurring LANs (typically rated 100 Gbps) leased with adequate typically can support peak bandwidth requirements (e.g., 18 Mbps peak bandwidth a small fraction of a 100 Mbps LAN capacity). Peak can be accommodated by broadband infrastructure if special are For example, on a system, video given bandwidth can handle peaks, such large I frames. And, on DSL system, a higher provisioned, allowing for high peaks, or a specially-graded can provisioned which can handle a higher rates. But, conventional cable modem and DSL infrastructure attached to the general have far for peak bandwidth requirements for compressed video. So, services that host video or applications in server centers a long distance from client and then the compressed video over the Internet conventional residential broadband from significant and bandwidth to games and applications which require low (e.g., first person shooters and multi-user, games, or applications requiring a fast response time). 1. Field of the Invention The present to an image
, where the virtual camera is coNstantly moVing aRouNd jErKily). such Video games can rESult In frame sequences with laRge anD fREqueNT pEaks wHere the USeR MAy nEeD tO clEaRLy See whAt iS happenIng during tHosE sUdden motions. aS sUch, compresSioN artifacts arE faR less tOlEraBLe in 3D HigH actiOn videO Games. THus, the vidEo OUtput oF Many vidEO GaMes, bY their nature, produCEs A Compressed videO streaM wITh VERy hIgh And frequenT pEaks.
GIVen that USeRS OF faST-action video gAmes have litTLe tOleranCe For HIgh latEncy, aNd GIveN all of the abOve cAuses of laTency, tO Date theRE have beEn limiTatIonS to sERvEr-HosTeD VidEO gAmeS ThaT stream vIdEo On the inteRNET. furtHer, UserS of apPlications thaT reQuirE A hiGh degRee of InteRaCtiviTy suffEr froM sImilar limitatioNs if The applicAtiOnS arE hOsted ON the geNerAl INternet And streAM viDeO. sUCh Services require a neTwORK cOnfiguraTion in WHiCh THe hostinG sErvErs aRE Set up DireCTlY in a head End (in tHE cAsE of cablE bRoadbaNd) Or tHe cEntraL OffiCe (in thE case of DIgitaL subscriber LineS (dSL)), or within a Lan (oR ON a SPeciAllY-graded privAte cONnecTion) IN a ComMErciaL settInG, So THat the route and distaNcE from tHe cliEnt device to thE server is cONTRolled to MiniMIzE Latency and peakS can bE accommodaTEd withouT incuRring latEncy. LANs (tYPIcally raTed At 100 MBps-1 gbpS) ANd Leased lines wiTH AdeqUaTe bandwIdtH typicaLly Can SupPorT pEak bandwiDth requiReMeNtS (e.G., 18 MbPs peaK BandwidtH iS a sMaLl fRactiON of a 100 MbPs LAN CapaCiTy).
pEak BandwidTH rEQUireMeNtS can AlsO bE accoMmodATed By residEntial broAdbANd inFrAsTructurE if special accOmModations aRe MadE. For exAMPle, on a caBle TV system, digital video TRaffic cAn bE giveN dedIcated banDwiDth whiCh cAN handlE peaks, Such aS lArgE i FrameS. aNd, On a dSl system, a hiGHEr sPeed DsL ModeM can be pRovisioned, allowing FOr hIgh peaks, or a spEciAlly-GRAdEd cONnECtiOn CAn pROVisioned which caN handle a hiGhER dAta rates. BuT, ConVeNtional Cable moDem anD dSL infrAstructurE attached To The gENEraL Internet hAve far leSs toleranCE for pEAk BandwIdtH requiReMenTs for CompreSSed Video. so, onliNe ServicEs thaT hOst video Games or applications in seRver ceNters A loNg distancE frOM thE client deViceS, and then stReaM thE compResSEd vidEo ouTPuT ovER the INterNEt through COnVenTIOnAl residentiAL BRoaDband ConNEctionS sufFer from significanT Latency and peak BandWIDth LimITatiOnS—particularly wIth ReSPEct to gamEs And applicatIons whicH rEQuire Very loW latenCy (e.g., firST PeRSon shoOterS anD other mulTi-uSeR, InteracTiVe ACtion gAmes, Or ApplicAtions REquiRINg a fast response tIme). 1. FiELD of thE invEntioN
THe preseNT invEntion relaTes to an imagE
, where the virtual camera  is consta ntlymov ing  a roun d je rkily). Such v i deogames can result in fr ame s eq u ence s  w ith l arge an d  f r e que nt  p eak sw he re th e u ser may  need to c lea rl y see what i s  h appening d uri ng those sud den  motio ns . A s  such , c ompre ssiona rtifac ts are fa rl ess to l erablei n  3 D hi gh action video g a me s . Thus, the vi deo ou tp u to f  ma nyvideo game s,  by t h eir nat u re , p rod u ces a compres sed video s t rea m with  v ery high a nd fr eq u ent  peaks.
Giv en t hat users  of fa s t-actio n  videogameshav e l ittl e  t ol era nc e  fo r  h igh lat ency, an dgi ven a ll o f t h e ab ove  cau ses o f latency, to  da te t h ere  have  been  lim it ation s to s erver -h osted video gam es t hat strea m v id eoon  theI nterne t.Fur ther, u sers of app li c a t io ns that require ahi g h  d egree of  inter a ct iv i ty suffe rfro m si m i lar l imit a ti ons if t he app l ic at ions ar ehosted  o n t hegener a l In ternet  and str eam v i deo. Such serv i ces require a ne t w or k  con fig uration inwhic h  the  hos t in g s e rvers  arese t  u p  directly in a head  e nd (in  thecase of cable  broadband ) o r the ce ntra l  o f fice (in the c ase o f DigitalS ubscribe r Lin es (DSL) ), or wit h i n a LAN(or  on  aspe c i al ly-graded pri v a te c on nection ) i n a com mer cia l s ett in g, so tha t the ro ut ean ddis tance from the  c lie nt  de vicet o theserve r is  c on t rol led tom in i m izela te ncyand  p eakscanb e a ccommod ated with out incu rr in g laten cy. LANs (typ ic ally rated  a t 1 00 Mbp s - 1 Gbps)and leased lines with a d equateban dwidt h ty pically c ansuppor t p e ak ban dwidth  requ ir eme n t s (e. g . ,18Mb ps peak ba n d wid th is  a  sma ll frac tion of a 100 Mbps LAN  capacity).
P eak  ban d w id thr eq u ire me n tsc a n also be accom modated by  r e si dential br o adb an d infra structu re if special  accommod ations ar emade . For  example,on a cab le TV sys t em, d i gi tal v ide o traf fi c c an be  given ded icate d band wi dth wh ich c an  handlepeaks, such as large Iframes . And , o n a DSL s yst e m,a higherspee d DSL mode m c anbe pr ovi s ioned , al l ow ing for h ighp eaks, ora  s pec i a ll y-graded co n n e cti on ca n p r ovisio nedwhich can handlea  higher data r ates . But , c o nven ti onal cable mod eman d DSL infr as tructure at tached t ot he ge neralIntern et have f ar less t oler anc e for pea k b an d width r eq ui r ements  for  c ompres sed vi d eo.S o , online service s tha t hostv ide o gam es  or app l icat ions in se rver center s a lo ng d istan ce from  t he cli ent  d evices, an d  then str eam t he comp re ssed  vi deo ou tput o ver t he I nt ern et throug h co n ve nt i ona l re siden ti al b roadbandc onnectio nss uffer f ro m s i g nifica n tl a tency andpea k ban d w idth limit a tion s —p a rticu larlywith r espectt o g am es andapp l i cations w hich requ i reve ry l ow laten cy  (e. g. , f ir st person shoot ers andother mu l t i-user , i n tera c tive a ct ion games, o r app li c ationsr e qui ring af ast  re spo nsetim e).1 . Field of the Invention 
The  pres e ntinven tionre lates to an i mage
, where_the virtual_camera is constantly moving_around jerkily)._Such_video games_can_result in frame_sequences with large_and frequent peaks where_the user may_need_to clearly see what is happening during those sudden motions. As such, compression artifacts_are_far less_tolerable_in_3D high action video games._Thus, the video output of_many video_games, by their nature, produces a compressed video_stream_with very high_and frequent peaks.
Given that users of fast-action video games_have little tolerance for high latency,_and given all_of_the_above causes of latency,_to date there have been limitations_to server-hosted video games that stream_video on the Internet. Further, users of_applications that require a high degree_of interactivity suffer from similar_limitations if_the applications are hosted on_the general Internet_and stream_video. Such services_require a network configuration in which_the hosting servers_are set up directly in a_head_end (in the_case_of_cable broadband)_or the central_office_(in the_case_of Digital Subscriber Lines (DSL)), or_within_a LAN (or on a specially-graded private_connection) in a commercial_setting,_so that the route_and distance from the client_device to the server is controlled_to minimize_latency and_peaks can be accommodated without incurring latency. LANs (typically rated at_100 Mbps-1 Gbps) and leased lines_with adequate bandwidth typically_can support_peak_bandwidth requirements (e.g.,_18_Mbps peak_bandwidth is a small fraction of a_100 Mbps_LAN capacity).
Peak bandwidth requirements can also_be accommodated by residential_broadband_infrastructure if special accommodations are made._For example, on a cable TV_system, digital video traffic can_be_given_dedicated bandwidth which can handle_peaks, such as large I frames._And, on a_DSL system, a higher speed DSL modem_can_be provisioned, allowing for high peaks,_or_a specially-graded connection can provisioned which_can_handle_a higher data rates. But,_conventional cable modem and DSL infrastructure_attached to the general Internet have far less tolerance_for peak bandwidth_requirements for compressed video. So,_online_services_that host video games or applications in server centers a_long distance_from the client_devices, and then stream the compressed video output over the_Internet through conventional residential broadband connections suffer_from significant latency and peak bandwidth limitations—particularly with respect to games_and applications which require very low latency (e.g.,_first person shooters and other multi-user, interactive_action games, or applications_requiring_a fast response time). 1. Field of_the_Invention
The_present_invention relates to_an image