CN110559659A - game rendering optimization method, device, equipment and storage medium - Google Patents

game rendering optimization method, device, equipment and storage medium Download PDF

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Publication number
CN110559659A
CN110559659A CN201910612974.8A CN201910612974A CN110559659A CN 110559659 A CN110559659 A CN 110559659A CN 201910612974 A CN201910612974 A CN 201910612974A CN 110559659 A CN110559659 A CN 110559659A
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Prior art keywords
rendering
game
game data
interface
optimization
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CN201910612974.8A
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CN110559659B (en
Inventor
黄小飞
罗威
许秋子
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Shenzhen Ruili Visual Multimedia Technology Co Ltd
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Shenzhen Ruili Visual Multimedia Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Abstract

The embodiment of the invention discloses a game rendering optimization method, which comprises the steps of constructing an interface control blueprint which can display the overall frame rate condition of equipment during rendering game data and the performance value of performance consumption of a graphic processor during rendering game data according to the game data, and determining a corresponding rendering optimization strategy based on the overall frame rate condition and the performance value displayed in the interface control blueprint; the invention also provides a game rendering optimization device, equipment and a computer readable storage medium, which realize the rendering optimization automatic adjustment of the game data rendering based on the mode, reduce the performance consumption of the game data on a graphic processor, improve the rendering efficiency, ensure the running smoothness of the game, improve the VR game picture frame rate, save the performance expense of a display card, improve the rendering performance and prevent the player from having poor experiences such as dizziness, delay and the like when using the game equipment.

Description

game rendering optimization method, device, equipment and storage medium
Technical Field
the present invention relates to the field of VR (Virtual Reality) game technologies, and in particular, to a method, an apparatus, a device, and a computer-readable storage medium for optimizing game rendering.
Background
VR games, i.e. virtual reality games, are implemented by using VR technology in most games on the market at present, and particularly, a mainstream 3D game development engine illusion 4 is currently used, Pico is a VR helmet of an android system, which is developed based on an illusion development engine, a rendered picture of a game developed on the engine is relatively real, but with continuous increase of game scenes, more and more pictures need to be rendered per second or per frame by a device, and the power consumption performance of a graphics processor of the device is fixed.
however, in the current implementation scheme of game rendering optimization, a Stat GPU (Graphics Processing Unit) command is mainly input to an editor, the command checks rendering time consumption of each part, the GPU is opened to analyze the rendering time consumption, and the rendering consumption is checked through output.
disclosure of Invention
the invention mainly aims to provide a game rendering and replacing method, a game rendering and replacing device, game rendering and replacing equipment and a computer readable storage medium, and aims to solve the technical problem that the current game rendering implementation scheme causes the game to be jammed in operation.
in order to achieve the above object, the present invention provides a game rendering optimization method applied to a VR game device, the method comprising the steps of:
obtaining game data to be rendered, and constructing an interface control blueprint related to rendering and displaying of the game data, wherein the game data at least comprises game characters, static objects required in a game scene, and text information;
calculating the overall frame rate condition of the VR game equipment when displaying the game interface corresponding to the game data according to the characters, the static objects and the running speed of the game, and displaying the overall frame rate condition on the interface control blueprint;
Calculating a performance value of a graphics processor required to be consumed by the VR game device every second when updating the game interface based on the overall frame rate condition displayed in the interface control blueprint, and displaying the performance value in the interface control blueprint;
determining a rendering optimization strategy corresponding to the game data according to the displayed performance value, the actually displayed game data and the performance percentage currently consumed by the graphics processor, wherein the rendering optimization strategy comprises simplifying a game interface, reducing the complexity of rendering materials, setting the visibility of characters and/or static objects and adjusting the resolution of an output interface of the VR game equipment for outputting the game data;
And performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy.
in some embodiments of the present invention, after the step of displaying the overall frame rate condition on the interface control blueprint, the method further includes:
Inquiring a rendering output value and a time-consuming length of a game character, a static object of the game data updated by the VR game device in the next second through a rendering input viewing command, wherein the rendering output value is the performance percentage of the graphics processor to be consumed, and the time-consuming length is the time required by the graphics processor to render the game data;
And sending the rendering output value and the time consumption length to the interface control blueprint to be correspondingly displayed one by one.
in some embodiments of the present invention, the step of determining the rendering optimization strategy corresponding to the game data according to the displayed performance value, the actually displayed game data and the currently consumed performance percentage of the graphics processor includes:
Pre-judging the operating efficiency of the graphics processor when executing the game data updated in the next second according to the performance percentage currently consumed by the graphics processor and the rendering output value;
Determining a rendering level of the graphics processor according to the operating efficiency;
And determining a rendering optimization strategy corresponding to the rendering grade according to the rendering grade and the corresponding relation between the rendering grade and the rendering optimization strategy.
In some embodiments of the present invention, the determining, according to the rendering level and the correspondence between the rendering level and a rendering optimization policy, a rendering optimization policy corresponding to the rendering level includes:
if the rendering level is first-level rendering, determining that the rendering optimization strategy is a simplified game interface;
if the rendering level is the secondary rendering, determining that the rendering optimization strategy is to reduce the complexity of a rendering material;
If the rendering level is three-level rendering, determining that the rendering optimization strategy is set to be visibility of characters and/or static objects
And if the rendering level is four-level rendering, determining that the rendering optimization strategy is to adjust the resolution of an output interface of the VR game equipment for outputting the game data.
In some embodiments of the present invention, the step of performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy includes:
If the rendering optimization strategy is to simplify a game interface, detecting the position of the game data in a display area of the VR game equipment, and calculating the display percentage of the game data occupying the display area;
determining a transparent rendering channel of the display area according to the display percentage;
and performing cutting operation on the game interface by using an interface cutting technology so as to remove the transparent rendering channel from the rendering list of the game interface.
in some embodiments of the invention, the culling the transparent rendering channel from the rendering list of the game interface comprises: closing at least one of a transparent rendering of a semitransparent object, an independent rendering pipeline of a semitransparent object, a depth of field rendering effect, a lens halo rendering effect, an action blur rendering effect, a block coloring rendering effect and a night scene closing environment shielding effect in the VR game equipment.
In some embodiments of the present invention, the step of performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy includes:
If the rendering optimization strategy is to reduce the complexity of rendering materials, detecting the current rendering mode and rendering illumination intensity of the game data;
Based on the current rendering mode, selecting a rendering material with lower complexity than the current rendering mode from preset rendering materials;
Rendering the game data according to the selected rendering material, and reducing the rendering illumination intensity.
in addition, to achieve the above object, the present invention also provides a game rendering optimization apparatus, including:
The data acquisition module is used for acquiring game data to be rendered and constructing an interface control blueprint related to rendering and displaying of the game data, wherein the game data at least comprises game characters, static objects required in a game scene and text information;
the computing module is used for computing the overall frame rate condition of the VR game equipment when displaying the game interface corresponding to the game data according to the characters, the static objects and the running speed of the game, and displaying the overall frame rate condition on the interface control blueprint; calculating a performance value of a graphics processor required to be consumed by the VR game equipment every second when updating the game interface based on the overall frame rate condition displayed in the interface control blueprint, and displaying the performance value in the interface control blueprint;
A rendering module, configured to determine a rendering optimization strategy corresponding to the game data according to the displayed performance value, actually displayed game data, and a currently consumed performance percentage of the graphics processor, where the rendering optimization strategy includes simplifying a game interface, reducing complexity of rendering materials, setting visibility of characters and/or static objects, and adjusting a resolution of an output interface of the VR game device that outputs the game data; and performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy.
in some embodiments of the present invention, the game rendering optimization apparatus further includes a query module, configured to query, by a rendering input view command, a rendering output value and a time duration of a game character, a static object of the game data updated by the VR game device for a next second, where the rendering output value is a percentage of performance of the graphics processor that needs to be consumed, and the time duration is a time required for the graphics processor to render the game data; and sending the rendering output value and the time consumption length to the interface control blueprint to be correspondingly displayed one by one.
in some embodiments of the invention, the rendering module is configured to pre-determine an operating efficiency of the graphics processor when executing the game data updated for the next second according to a currently consumed performance percentage of the graphics processor and the rendering output value; determining a rendering level of the graphics processor according to the operating efficiency; and determining a rendering optimization strategy corresponding to the rendering grade according to the rendering grade and the corresponding relation between the rendering grade and the rendering optimization strategy.
in some embodiments of the present invention, the rendering module is configured to determine that the rendering optimization strategy is a simplified game interface when the rendering level is first-level rendering;
When the rendering level is the secondary rendering, determining that the rendering optimization strategy is to reduce the complexity of rendering materials;
When the rendering level is three-level rendering, determining that the rendering optimization strategy is to set the visibility of characters and/or static objects
And if the rendering level is four-level rendering, determining that the rendering optimization strategy is to adjust the resolution of an output interface of the VR game equipment for outputting the game data.
In some embodiments of the invention, the rendering module is configured to detect a location of the game data in a display area of the VR game device and calculate a display percentage of the game data occupying the display area when the rendering optimization strategy is to simplify a game interface; determining a transparent rendering channel of the display area according to the display percentage; and performing cutting operation on the game interface by using an interface cutting technology so as to remove the transparent rendering channel from the rendering list of the game interface.
In some embodiments of the present invention, when the rendering module removes the transparent rendering channel from the rendering list of the game interface, the method includes: closing at least one of a transparent rendering of a semitransparent object, an independent rendering pipeline of a semitransparent object, a depth of field rendering effect, a lens halo rendering effect, an action blur rendering effect, a block coloring rendering effect and a night scene closing environment shielding effect in the VR game equipment.
in some embodiments of the present invention, the rendering module is configured to detect a current rendering mode and rendering illumination intensity of the game data when the rendering optimization strategy is to reduce complexity of rendering materials; based on the current rendering mode, selecting a rendering material with lower complexity than the current rendering mode from preset rendering materials; rendering the game data according to the selected rendering material, and reducing the rendering illumination intensity.
Further, to achieve the above object, the present invention is also a game rendering optimization apparatus including: a memory, a processor, and a game rendering optimization program stored on the memory and executable on the processor, the game rendering optimization program when executed by the processor implementing the steps of the game rendering optimization method as in any one of the above.
furthermore, to achieve the above object, the present invention is also a computer readable storage medium having a game rendering optimization program stored thereon, which when executed by a processor implements the steps of the game rendering optimization method according to any one of the above.
according to the game rendering optimization method provided by the invention, an interface control blueprint which can display the performance value of the graphics processor consumed by the equipment during rendering the game data and the overall frame rate condition of the equipment during rendering the game data is constructed according to the game data, and a corresponding rendering optimization strategy is determined based on the overall frame rate condition and the performance value displayed in the interface control blueprint, so that the rendering optimization automatic adjustment of the game data rendering is realized, the performance consumption of the game data on the graphics processor is reduced, the rendering efficiency is improved, the running smoothness of the game is ensured, the frame rate of a VR game picture is also improved, the performance expense of a display card is saved, the rendering performance is improved, and the player can not have dizziness, delay and other bad experiences when using the game equipment.
drawings
Fig. 1 is a schematic structural diagram of an operating environment of a VR game device according to an embodiment of the present invention;
FIG. 2 is a flowchart illustrating a game rendering optimization method according to a first embodiment of the present invention;
FIG. 3 is a flowchart illustrating a game rendering optimization method according to a second embodiment of the present invention;
FIG. 4 is a schematic illustration of a simplified game interface provided by the present invention prior to optimization;
FIG. 5 is a simplified game interface optimized display diagram according to the present invention;
FIG. 6 is a functional block diagram of a game rendering optimization system according to the present invention.
The implementation, functional features and advantages of the objects of the present invention will be further explained with reference to the accompanying drawings.
Detailed Description
it should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
The invention provides a VR game device.
Referring to fig. 1, fig. 1 is a schematic structural diagram of an operating environment of a VR game device according to an embodiment of the present invention.
As shown in fig. 1, the VR game device includes: a processor 101, e.g. a CPU, a communication bus 102, a user interface 103, a network interface 104, a memory 105. Wherein the communication bus 102 is used for enabling connection communication between these components. The user interface 103 may comprise a Display screen (Display), an input unit such as a Keyboard (Keyboard), and the network interface 104 may optionally comprise a standard wired interface, a wireless interface (e.g. WI-FI interface). The memory 105 may be a high-speed RAM memory or a non-volatile memory (e.g., a disk memory). The memory 105 may alternatively be a storage device separate from the processor 101 described above.
Those skilled in the art will appreciate that the hardware configuration of the VR gaming device shown in fig. 1 does not constitute a limitation of the game rendering optimization apparatus, and may include more or fewer components than those shown, or some components in combination, or a different arrangement of components.
as shown in fig. 1, the memory 105, which is a kind of computer-readable storage medium, may include therein an operating system, a network communication module, a user interface module, and a cross-game rendering-based optimization program. The operating system is a program for managing and controlling the game rendering optimization device and software resources, and supports the running of the game rendering optimization program and other software and/or programs.
In the hardware configuration of the VR game device shown in fig. 1, the network interface 104 is mainly used for accessing a network; the user interface 103 is primarily used for a user to load incoming 3D game scene data, and the processor 101 may be used to invoke a game rendering optimization program stored in the memory 105 and perform the operations of the following embodiments of the game rendering optimization method.
in the embodiment of the present invention, the implementation shown in fig. 1 may also be a mobile terminal, and a processor of the mobile terminal performs optimization processing on loaded game data by reading program code, which is stored in a buffer or a storage unit and can implement a game rendering optimization method, to render the loaded game data.
Based on the VR game equipment hardware structure, the invention provides various embodiments of the game rendering optimization method.
referring to fig. 2, fig. 2 is a flowchart of a game rendering optimization method according to an embodiment of the present invention. In this embodiment, the game rendering optimization method specifically includes the following steps:
Step S210, obtaining game data to be rendered, and constructing an interface control blueprint related to rendering and displaying of the game data;
In this step, the obtaining of the game data may be specifically realized by detecting the loaded content in the data loading interface in the VR game device, generally speaking, one VR game device may realize rendering of multiple 3D games, and specifically, the game data is obtained by uploading through the data loading interface and stored in the memory of the device, and the game data at least includes game characters, static objects required in a game scene, and text information.
The interface control blueprint is specifically constructed according to specific game data, and in the construction process, the game data needs to be parsed to parse objects in the scene after the game data is virtually implemented, such as objects of game characters, static objects (such as buildings, animals, environments and the like) and the like of the game scene, and even a display body of text information and text information which needs to be displayed in each game scene and the like.
After the scene information in the game is analyzed, the scene information is used for constructing a menu of the scene information in each frame of game interface, and the constructed game scenes are sequenced according to the frame sequence when the game runs, so that an interface control blueprint is constructed. Of course, the game can be constructed according to the time period of each second, and the game can be selected according to the actual running requirement of the game.
Step S220, calculating the overall frame rate of the VR game equipment when displaying the game interface corresponding to the game data according to the character, the static object and the running rate of the game, and displaying the overall frame rate on the interface control blueprint;
In this embodiment, the running speed of the game refers to the running speed of each frame of game data of the expected game set by the developer, that is, the setting of the game scene information in each frame of game data, and the overall frame rate can be said to reflect how much game data is contained in each frame of game, for example, data containing multiple game characters, game scene objects, text information, and the like in each frame of data.
In practical applications, the overall frame rate is displayed on the interface control blueprint, for example, the interface control blueprint is set according to frames, and then the percentage of the frame data occupied by the whole game data is displayed at the position of each frame in the interface control blueprint, or the running percentage of the game data in one second is displayed, or even the game data can be displayed according to the game scene.
Step S230, calculating a performance value of a graphics processor required to be consumed by the VR game device when updating the game interface every second based on the overall frame rate condition displayed in the interface control blueprint, and displaying the performance value in the interface control blueprint;
In this step, when calculating the performance value, it is necessary to calculate, in combination with the overall load of the image processor, for example, what the maximum rendering load per second is and what the optimal rendering load is, calculate the performance value of the graphics processor to be consumed for the overall frame rate condition required in the interface control blueprint based on these two values, and determine whether to perform the subsequent steps to optimize the rendering process of the game data according to this calculation.
in this embodiment, after the performance value is calculated, it is further necessary to determine whether the adjustment of rendering optimization needs to be performed according to the current operating condition of the game device, and if so, step S240 is performed. Otherwise, go to step S210 or go to the normal rendering program to render the game data.
step S240, determining a rendering optimization strategy corresponding to the game data according to the displayed performance value, the actually displayed game data and the currently consumed performance percentage of the graphics processor;
in this embodiment, the rendering optimization strategy includes simplifying a game interface, reducing complexity of rendering material, setting visibility of characters and/or static objects, and adjusting resolution of an output interface of the VR game device outputting the game data.
and step S250, performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy.
In this step, preferably setting a four-level optimization level, and if the rendering level is a one-level rendering, determining that the rendering optimization strategy is a simplified game interface;
If the rendering level is the secondary rendering, determining that the rendering optimization strategy is to reduce the complexity of a rendering material;
If the rendering level is three-level rendering, determining that the rendering optimization strategy is set to be visibility of characters and/or static objects
and if the rendering level is four-level rendering, determining that the rendering optimization strategy is to adjust the resolution of an output interface of the VR game equipment for outputting the game data.
In practical application, the optimization levels can be used simultaneously, or only one of the optimization levels can be selected for implementation, when the performance percentage consumed by the graphics processor currently is determined to be larger, rendering optimization of the game needs to be more, and then a plurality of strategies can be selected simultaneously to optimize the game data, so that scene information rendering of the game data is reduced, and consumption of the graphics processor in running the game data can be saved.
certainly, on the premise that more game data are allowed to be rendered, in order to ensure the experience of the game, some scene information in the game data, which is not high in user attention, may be selected to be optimized, at this time, the performance value occupied by specific game data needs to be known, specifically, after an interface control blueprint is constructed, the method further includes querying and obtaining the scene information in each frame of game data, preferably, a viewing command is input through rendering, and a game character of the game data updated by the VR game device in the next second, a rendering output value of a static object and a time-consuming length are queried, the rendering output value is a performance percentage that the graphics processor needs to be consumed, and the time-consuming length is a time required for the graphics processor to render and complete the rendering of the game data;
And sending the rendering output value and the time consumption length to the interface control blueprint to be correspondingly displayed one by one.
at this time, the VR game device may perform sorting and screening according to the importance degree of the scene information, and specifically, the screened scene information is controlled by setting the visibility, so as to implement a small-scale optimization process.
in this embodiment, in addition to determining the optimization strategy in the above manner, the following manner may be implemented:
Pre-judging the operating efficiency of the graphics processor when executing the game data updated in the next second according to the performance percentage currently consumed by the graphics processor and the rendering output value;
Determining a rendering level of the graphics processor according to the operating efficiency;
And determining a rendering optimization strategy corresponding to the rendering grade according to the rendering grade and the corresponding relation between the rendering grade and the rendering optimization strategy.
At this time, for the strategy of simplifying the game interface, specifically, the position of the game data in the display area of the VR game device is detected, and the display percentage of the game data occupying the display area is calculated;
Determining a transparent rendering channel of the display area according to the display percentage;
And performing cutting operation on the game interface by using an interface cutting technology so as to remove the transparent rendering channel from the rendering list of the game interface.
In this embodiment, if the policy is to provide a transparent rendering channel, the policy may specifically be to close at least one of a transparent rendering of a semi-transparent object, an individual rendering pipeline of a semi-transparent object, a depth-of-field rendering effect, a lens halo rendering effect, an action blur rendering effect, a blocking rendering effect, and a night scene closing environment blocking effect in the VR game device.
in this embodiment, the execution of the transparent rendering channel may also be reduced by directly cutting the size of the interface, that is, only the actual game data portion is displayed on the display interface of the game device, and the portion without the game data in the display interface is not displayed, so as to achieve the effect of proposing the transparent rendering channel, and also reduce the consumption of the graphics processor.
For the strategy of reducing the complexity of rendering materials, the current rendering mode and the rendering illumination intensity of the game data can be detected;
Based on the current rendering mode, selecting a rendering material with lower complexity than the current rendering mode from preset rendering materials;
Rendering the game data according to the selected rendering material, and reducing the rendering illumination intensity.
in the embodiment of the invention, an interface control blueprint which can display the performance value of the performance consumption of the graphics processor when the game data is rendered and the overall frame rate condition of the equipment when the game data is rendered is constructed according to the game data, and the corresponding rendering optimization strategy is determined based on the overall frame rate condition and the performance value displayed in the interface control blueprint, so that the rendering optimization automatic adjustment of the game data rendering is realized, the performance consumption of the game data on the graphics processor is reduced, the rendering efficiency is improved, and the running smoothness of the game is ensured
the rendering optimization method provided above is described below by taking the PIco of the rendering scene of the first-person shooter game as an example, and the specific implementation steps are shown in fig. 3:
Step S310, after the PIco device obtains the game data, the overall frame rate condition of the game is calculated according to the performance of a graphic processor of the device, and an interface control blueprint is constructed.
in this step, print out FPS to UI (interface) to check the overall frame rate condition and output customized each partial rendering value.
For the case of viewing the overall frame rate, a UI control blueprint is created, the DeltaSeconds of the TICK is obtained, then the FPS is calculated, and the value is given to the UI blueprint, so that the output display of the FPS can be directly obtained, where the FPS refers to the number of frames transmitted per second of a picture, and in popular terms, refers to the number of pictures of animation or video.
and for each self-defined partial rendering value output, the user actually checks and modifies the consumed time of an object which is required to render the game within each frame or each second in the case of the overall frame rate, specifically, the name of the output value is checked by using a Stat command, the engine source code is searched for a corresponding value, the value is obtained, and the value is also transmitted to a UI blueprint, so that the consumed time of each partial rendering can be directly displayed on the UI. And modifying, specifically determining a corresponding rendering value according to the actual performance consumption of a graphics processor in the game device.
And step S320, determining a corresponding optimization strategy according to the display in the UI control blueprint and the load and power consumption of the equipment, and adjusting the rendering of the equipment to the game data based on the optimization strategy.
In this step, the following ways are specifically included for the optimization strategy:
If the rendering level is first-level rendering, determining that the rendering optimization strategy is a simplified game interface;
if the rendering level is the secondary rendering, determining that the rendering optimization strategy is to reduce the complexity of a rendering material;
if the rendering level is three-level rendering, determining that the rendering optimization strategy is set to be visibility of characters and/or static objects
And if the rendering level is four-level rendering, determining that the rendering optimization strategy is to adjust the resolution of an output interface of the VR game equipment for outputting the game data.
of course, in practical applications, the above strategies may also be selected and used at the same time, specifically according to the consumption situation of the performance.
As shown in fig. 4, to simplify the strategy of ui, general ui covers the whole screen, and the vacant space of ui is a transparent channel, which increases the rendering time, and can be seen by the complexity of the shader, so we clip ui to the smallest available size to reduce the rendering consumption.
As shown in fig. 5, in order to reduce the shader complexity of the material, all the objects in phantom 4 that need to be displayed use the material, the complex material is very high in consumption of the rendering thread of Pico, especially the material that needs large-area rendering, and the complex parent reduction of the material can be started from several aspects, first, in the Blend mode of the material, six modes can be selected, which are Opaque, Masked, transmissive, explicit, modular, and AlphaComposite, respectively, and the general rendering consumption is Opaque < Masked < transmissive, explicit, modular, and AlphaComposite, so it is best to use Opaque on the selection of the modes; then in the shading model, the Unit is in a non-lighting mode and is the option with the minimum rendering consumption; then, in the output nodes of the material, the use of opacity, opaque mask and polygon subdivision multiplier nodes is reduced; finally, the use of larger computing nodes is reduced in the used nodes, and the nodes of Quality, Switch, Sin, Pow, Cos, Divide and Noise consume resources; for the resources of the texture map, 1024 × 1024 or less is used. Final detection in shader complexity, the values of ps and vs should be controlled to within 200-300.
in this embodiment, objects can be controlled to be visible in the game content, and the visibility of some objects in the game content can be controlled, and the visibility control needs to be controlled in a customized manner according to requirements, and can be realized by using SetVisibility or SetHiddenInGame functions.
alternatively, the resolution of 2048 × 2048 is changed to 1600 × 1600, using a reduced resolution setting to increase the rendering effect.
In order to solve the above problem, an embodiment of the present invention further provides a game rendering optimization apparatus, and referring to fig. 6, fig. 6 is a schematic diagram of functional modules of the game rendering optimization apparatus provided in the embodiment of the present invention. In this embodiment, the system includes:
The data acquisition module 61 is configured to acquire game data to be rendered, and construct an interface control blueprint related to rendering and displaying of the game data, where the game data at least includes game characters, static objects required in a game scene, and text information;
A calculating module 62, configured to calculate, according to the character, the static object, and the running rate of the game, an overall frame rate of the VR game device when displaying the game interface corresponding to the game data, and display the overall frame rate on the interface control blueprint; calculating a performance value of a graphics processor required to be consumed by the VR game equipment every second when updating the game interface based on the overall frame rate condition displayed in the interface control blueprint, and displaying the performance value in the interface control blueprint;
a rendering module 63, configured to determine a rendering optimization strategy corresponding to the game data according to the displayed performance value, actually displayed game data, and a currently consumed performance percentage of the graphics processor, where the rendering optimization strategy includes simplifying a game interface, reducing complexity of rendering materials, setting visibility of characters and/or static objects, and adjusting a resolution of an output interface of the VR game device that outputs the game data; and performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy.
Based on the same embodiment description content as the game rendering optimization method of the embodiment of the present invention, the embodiment of the game rendering optimization system is not described in detail in this embodiment.
the invention also provides a computer readable storage medium.
in this embodiment, the computer readable storage medium has a game rendering optimization program stored thereon, and the game rendering optimization program, when executed by a processor, implements the steps of the game rendering optimization method described in any one of the above embodiments. The method implemented by the game rendering optimization program when executed by the processor may refer to each embodiment of the game rendering optimization method of the present invention, and therefore, redundant description is not repeated.
Through the above description of the embodiments, those skilled in the art will clearly understand that the method of the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but in many cases, the former is a better implementation manner. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM), and includes instructions for causing a terminal (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
the present invention is described in connection with the accompanying drawings, but the present invention is not limited to the above embodiments, which are only illustrative and not restrictive, and those skilled in the art can make various changes without departing from the spirit and scope of the invention as defined by the appended claims, and all changes that come within the meaning and range of equivalency of the specification and drawings that are obvious from the description and the attached claims are intended to be embraced therein.

Claims (10)

1. a game rendering optimization method is applied to VR game equipment and is characterized by comprising the following steps:
Obtaining game data to be rendered, and constructing an interface control blueprint related to rendering and displaying of the game data, wherein the game data at least comprises game characters, static objects required in a game scene, and text information;
Calculating the overall frame rate condition of the VR game equipment when displaying the game interface corresponding to the game data according to the characters, the static objects and the running speed of the game, and displaying the overall frame rate condition on the interface control blueprint;
calculating a performance value of a graphics processor required to be consumed by the VR game device every second when updating the game interface based on the overall frame rate condition displayed in the interface control blueprint, and displaying the performance value in the interface control blueprint;
Determining a rendering optimization strategy corresponding to the game data according to the displayed performance value, the actually displayed game data and the performance percentage currently consumed by the graphics processor, wherein the rendering optimization strategy comprises simplifying a game interface, reducing the complexity of rendering materials, setting the visibility of characters and/or static objects and adjusting the resolution of an output interface of the VR game equipment for outputting the game data;
and performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy.
2. the game rendering optimization method of claim 1, further comprising, after the step of displaying the overall frame rate condition on the interface control blueprint:
inquiring a rendering output value and a time-consuming length of a game character, a static object of the game data updated by the VR game device in the next second through a rendering input viewing command, wherein the rendering output value is the performance percentage of the graphics processor to be consumed, and the time-consuming length is the time required by the graphics processor to render the game data;
And sending the rendering output value and the time consumption length to the interface control blueprint to be correspondingly displayed one by one.
3. the game rendering optimization method of claim 2, wherein the step of determining the rendering optimization strategy corresponding to the game data according to the displayed performance value, the actually displayed game data and the currently consumed performance percentage of the graphics processor comprises:
Pre-judging the operating efficiency of the graphics processor when executing the game data updated in the next second according to the performance percentage currently consumed by the graphics processor and the rendering output value;
determining a rendering level of the graphics processor according to the operating efficiency;
And determining a rendering optimization strategy corresponding to the rendering grade according to the rendering grade and the corresponding relation between the rendering grade and the rendering optimization strategy.
4. the game rendering optimization method of claim 3, wherein the determining the rendering optimization strategy corresponding to the rendering level according to the rendering level and the correspondence between the rendering level and the rendering optimization strategy comprises:
If the rendering level is first-level rendering, determining that the rendering optimization strategy is a simplified game interface;
If the rendering level is the secondary rendering, determining that the rendering optimization strategy is to reduce the complexity of a rendering material;
if the rendering level is three-level rendering, determining that the rendering optimization strategy is set to be visibility of characters and/or static objects
And if the rendering level is four-level rendering, determining that the rendering optimization strategy is to adjust the resolution of an output interface of the VR game equipment for outputting the game data.
5. The game rendering optimization method of claim 4, wherein the step of performing optimal rendering control on the game data actually displayed according to the rendering optimization strategy comprises:
If the rendering optimization strategy is to simplify a game interface, detecting the position of the game data in a display area of the VR game equipment, and calculating the display percentage of the game data occupying the display area;
determining a transparent rendering channel of the display area according to the display percentage;
And performing cutting operation on the game interface by using an interface cutting technology so as to remove the transparent rendering channel from the rendering list of the game interface.
6. the game rendering optimization method of claim 5, wherein the culling the transparent rendering channel from the rendering list of the game interface comprises: closing at least one of a transparent rendering of a semitransparent object, an independent rendering pipeline of a semitransparent object, a depth of field rendering effect, a lens halo rendering effect, an action blur rendering effect, a block coloring rendering effect and a night scene closing environment shielding effect in the VR game equipment.
7. The game rendering optimization method of claim 4, wherein the step of performing optimal rendering control on the game data actually displayed according to the rendering optimization strategy comprises:
If the rendering optimization strategy is to reduce the complexity of rendering materials, detecting the current rendering mode and rendering illumination intensity of the game data;
Based on the current rendering mode, selecting a rendering material with lower complexity than the current rendering mode from preset rendering materials;
rendering the game data according to the selected rendering material, and reducing the rendering illumination intensity.
8. A game rendering optimization apparatus, comprising:
the data acquisition module is used for acquiring game data to be rendered and constructing an interface control blueprint related to rendering and displaying of the game data, wherein the game data at least comprises game characters, static objects required in a game scene and text information;
The computing module is used for computing the overall frame rate condition of the VR game equipment when displaying the game interface corresponding to the game data according to the characters, the static objects and the running speed of the game, and displaying the overall frame rate condition on the interface control blueprint; calculating a performance value of a graphics processor required to be consumed by the VR game equipment every second when updating the game interface based on the overall frame rate condition displayed in the interface control blueprint, and displaying the performance value in the interface control blueprint;
A rendering module, configured to determine a rendering optimization strategy corresponding to the game data according to the displayed performance value, actually displayed game data, and a currently consumed performance percentage of the graphics processor, where the rendering optimization strategy includes simplifying a game interface, reducing complexity of rendering materials, setting visibility of characters and/or static objects, and adjusting a resolution of an output interface of the VR game device that outputs the game data; and performing optimized rendering control on the actually displayed game data according to the rendering optimization strategy.
9. a game rendering optimization apparatus characterized in that the game rendering optimization apparatus comprises: a memory, a processor, and a game rendering optimization program stored on the memory and executable on the processor, the game rendering optimization program when executed by the processor implementing the steps of the game rendering optimization method of any one of claims 1-7.
10. a computer-readable storage medium, having a game rendering optimization program stored thereon, which when executed by a processor, implements the steps of the game rendering optimization method of any one of claims 1-7.
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