CN112370776A - Method, device and medium for improving cloud game fluency through dynamic frame limiting - Google Patents
Method, device and medium for improving cloud game fluency through dynamic frame limiting Download PDFInfo
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- CN112370776A CN112370776A CN202011126110.4A CN202011126110A CN112370776A CN 112370776 A CN112370776 A CN 112370776A CN 202011126110 A CN202011126110 A CN 202011126110A CN 112370776 A CN112370776 A CN 112370776A
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- Prior art keywords
- frame rate
- frame
- game
- game client
- limiting
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F11/00—Error detection; Error correction; Monitoring
- G06F11/30—Monitoring
- G06F11/3051—Monitoring arrangements for monitoring the configuration of the computing system or of the computing system component, e.g. monitoring the presence of processing resources, peripherals, I/O links, software programs
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/14—Digital output to display device ; Cooperation and interconnection of the display device with other functional units
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/538—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering
Abstract
The invention relates to a method, a device and a medium for improving cloud game fluency through dynamic frame limiting, which comprises the following steps: and setting a time period to call a graphics processor interface to check the utilization rate of the current graphics processor of the game client: when the checking result of the utilization rate of the graphic processor is out of the set threshold, reducing or increasing the frame rate of the game client through the frame limiting interface; and monitoring the frame rate of the game client in real time, and circularly executing the previous step until the frame rate of the game client reaches an optimal value. The invention has the beneficial effects that: the game frame rate is controlled, the phenomenon that the GPU is too high in load to cause blocking is avoided, and the game smoothness and the user experience are improved.
Description
Technical Field
The invention relates to the field of computer security, in particular to a method, a device and a medium for improving cloud game fluency through dynamic frame limiting.
Background
The cloud game is a game mode based on cloud computing, all games run at a server side in a running mode of the cloud game, and a rendered game picture is compressed and then transmitted to a user through a network. At the client, the user's gaming device does not require any high-end processor and graphics card, but only basic video decompression capability. With the gradual improvement of user network bandwidth, cloud games are being vigorously developed and many cloud games are appearing on the market.
At present, cloud games are rendered at a server side and coded into video streams, and in order to improve coding efficiency, a display card manufacturer provides a coding SDK (software development kit), and the coding SDK is directly coded by using a GPU (graphics processing unit).
Because the game rendering uses the GPU and the video coding also uses the GPU, if the game rendering amount is too large, the GPU is overloaded, the GPU coding time is prolonged, and cloud game card pause is caused.
Disclosure of Invention
The invention aims to at least solve one of the technical problems in the prior art, and provides a method, a device and a medium for dynamically limiting frames to improve cloud game fluency.
The technical scheme of the invention comprises a method for improving the fluency of a cloud game through dynamic frame limiting, which is characterized by comprising the following steps: s100, setting a time period to call a graphics processor interface to check the utilization rate of the current graphics processor of the game client: s200, when the checking result of the utilization rate of the graphics processor is out of a set threshold value, reducing or increasing the frame rate of the game client through a frame limiting interface; and S300, monitoring the frame rate of the game client in real time, and circularly executing the S200 until the frame rate of the game client reaches an optimal value.
According to the method for improving the fluency of the cloud game through dynamic frame limiting, S100 comprises the following steps: the detection interface is arranged in the main thread of the game client, the detection interface calls the corresponding graphic processor interface to detect the corresponding utilization rate according to different types of graphic processors, and if the utilization rate is beyond a set threshold value, the next step is executed.
According to the method for improving the fluency of the cloud game through dynamic frame limiting, S200 comprises the following steps: and performing first frame rate reduction on the client with the inspection result exceeding a first set threshold, and performing second frame rate improvement on the client with the inspection result lower than a second set threshold, wherein the first set threshold is greater than the second set threshold.
According to the method for improving the fluency of the cloud game through dynamic frame limiting, a first set threshold and a second set threshold are respectively set to be 90% and 80%.
According to the method for improving the fluency of the cloud game through dynamic frame limiting, the first frame rate reduction and the second frame rate improvement are respectively set to be 10% and 1%.
According to the method for improving the fluency of the cloud game through dynamic frame limiting, a frame limiting interface is used for executing corresponding frequency control processing on different types of graphics processors.
According to the method for improving the fluency of the cloud game through dynamic frame limiting, the step S300 comprises the following steps: and monitoring the current frame rate of the game client by time, and when the frame rate is lower than the maximum frame rate of the game client, executing frame rate increasing processing through the frame limiting interface, wherein the monitoring of the frame rate is detected through a rendering thread.
The technical scheme of the invention also comprises a device for improving the fluency of the cloud game through dynamic frame limiting, wherein the device comprises a memory, a processor and a computer program which is stored in the memory and can run on the processor, and is characterized in that any one of the method steps is realized when the processor executes the computer program.
An aspect of the present invention is a computer-readable storage medium storing a computer program, wherein the computer program implements any of the method steps when executed by a processor.
The invention has the beneficial effects that: the game frame rate is controlled, the phenomenon that the GPU is too high in load to cause blocking is avoided, and the game smoothness and the user experience are improved.
Drawings
The invention is further described below with reference to the accompanying drawings and examples;
FIG. 1 illustrates an overall flow diagram according to an embodiment of the invention;
FIG. 2 is a flow chart illustrating adjustment of frame rate of an NVIDIA graphics card according to an embodiment of the present invention;
FIG. 3 is a flow chart illustrating adjustment in a cloud game according to an embodiment of the present invention;
figure 4 is a diagram of the media of an apparatus placed in accordance with the practice of the present invention.
Detailed Description
Reference will now be made in detail to the present preferred embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like reference numerals refer to like elements throughout.
In the description of the present invention, the meaning of a plurality of means is one or more, the meaning of a plurality of means is two or more, and larger, smaller, larger, etc. are understood as excluding the number, and larger, smaller, inner, etc. are understood as including the number.
In the description of the present invention, the consecutive reference numbers of the method steps are for convenience of examination and understanding, and the implementation order between the steps is adjusted without affecting the technical effect achieved by the technical solution of the present invention by combining the whole technical solution of the present invention and the logical relationship between the steps.
In the description of the present invention, unless otherwise explicitly defined, terms such as set, etc. should be broadly construed, and those skilled in the art can reasonably determine the specific meanings of the above terms in the present invention in combination with the detailed contents of the technical solutions.
Fig. 1 shows a general flow diagram according to an embodiment of the invention, the flow comprising: s100, setting a time period to call a graphics processor interface to check the utilization rate of the current graphics processor of the game client: s200, when the checking result of the utilization rate of the graphics processor is out of a set threshold value, reducing or increasing the frame rate of the game client through a frame limiting interface; and S300, monitoring the frame rate of the game client in real time, and circularly executing S200 until the frame rate of the game client reaches an optimal value.
Fig. 2 is a flowchart illustrating an NVIDIA graphics frame rate adjustment process according to an embodiment of the present invention, where the process includes:
calling an NVIDIA API interface every 2 seconds to obtain the GPU utilization rate, and if the utilization rate exceeds 90%, executing the next step; if the utilization rate is between 80% and 90%, no operation is performed, and the next detection is waited; if the utilization rate is lower than 80%, executing the next step;
when the utilization rate exceeds 90%, reducing the game frame rate by 10% (reducing the game frame rate by 10% does not enable a user to feel pause), and waiting for the next detection and adjustment time;
when the utilization rate is lower than 80%, the game frame rate is increased by 1% (if the highest game frame rate is reached, the game frame rate is not increased), and the next detection and adjustment opportunity is waited;
remarking: the frame rate refers to the number of times of rendering game pictures per second, and the method for controlling the frame rate is carried out by controlling the submitting frequency of the display card.
Fig. 3 is a flowchart illustrating adjustment in a cloud game according to an embodiment of the present invention, which generally includes:
the first step is as follows: the device executes circulation in the main thread, and the occupancy rate of the GPU is reduced after the nvidia-smi process is called every 2 seconds;
the second step is that: after the nvidia-smi is called to obtain the occupancy rate of the GPU, judging whether the occupancy rate exceeds 90 percent, and if the utilization rate exceeds 90 percent, performing game frame rate reduction processing (step three); if the utilization rate is between 80% and 90%, returning to the main thread circulation of the first step, and waiting for the next detection; if the utilization rate is lower than 80%, performing frame rate up processing (step four);
the third step: and (3) frame rate reduction processing: calling a Xianjian four-game frame limiting interface, setting a frame limiting value to be 90% of the current frame rate (namely, reducing the frame rate by 10%), and updating a waittimer value when a game rendering thread detects the change of the frame limiting value, so that the rendering thread can be submitted to a display card at the frame limiting speed (realizing frame limiting logic);
the fourth step: and (3) lifting the frame rate: calling a Xianjian four-game frame limiting interface, setting a frame limiting value to be 101% of the current frame rate (namely, increasing the frame rate by 1%), updating the value of waittimer when the game rendering thread detects the change of the frame limiting value, so that the rendering thread can be submitted to a display card at the frame limiting speed (realizing frame increasing logic), and if the frame limiting value is greater than the maximum frame rate of the game, ignoring the operation of increasing the frame rate.
Figure 4 is a diagram of the media of an apparatus placed in accordance with the practice of the present invention. The apparatus comprises a memory 100 and a processor 200, wherein the processor 200 stores a computer program for performing: and setting a time period to call a graphics processor interface to check the utilization rate of the current graphics processor of the game client: when the checking result of the utilization rate of the graphic processor is out of the set threshold, reducing or increasing the frame rate of the game client through the frame limiting interface; and monitoring the frame rate of the game client in real time, and circularly executing the previous step until the frame rate of the game client reaches an optimal value. Wherein the memory 100 is used for storing data.
The embodiments of the present invention have been described in detail with reference to the accompanying drawings, but the present invention is not limited to the above embodiments, and various changes can be made within the knowledge of those skilled in the art without departing from the gist of the present invention.
Claims (9)
1. A method for improving fluency of cloud games through dynamic frame limiting is characterized by comprising the following steps:
s100, setting a time period to call a graphics processor interface to check the utilization rate of the current graphics processor of the game client:
s200, when the checking result of the utilization rate of the graphics processor is out of a set threshold value, reducing or increasing the frame rate of the game client through a frame limiting interface;
and S300, monitoring the frame rate of the game client in real time, and circularly executing the S200 until the frame rate of the game client reaches an optimal value.
2. The method for improving fluency of cloud games through dynamic frame limiting according to claim 1, wherein the S100 comprises:
the detection interface is arranged in the main thread of the game client, the detection interface calls the corresponding graphic processor interface to detect the corresponding utilization rate according to different types of graphic processors, and if the utilization rate is beyond a set threshold value, the next step is executed.
3. The method for improving fluency of cloud games through dynamic frame limiting according to claim 1, wherein the step S200 comprises:
and performing first frame rate reduction on the client with the inspection result exceeding a first set threshold, and performing second frame rate improvement on the client with the inspection result lower than a second set threshold, wherein the first set threshold is greater than the second set threshold.
4. The method of claim 3, wherein the first threshold and the second threshold are set to 90% and 80%, respectively.
5. The method of claim 3, wherein the first frame rate reduction and the second frame rate reduction are set to 10% and 1%, respectively.
6. The method of claim 1, wherein the frame-limiting interface is configured to perform corresponding frequency control processing on different types of graphics processors.
7. The method for improving fluency of cloud games through dynamic frame limiting according to claim 1, wherein the step S300 comprises:
and monitoring the current frame rate of the game client by time, and when the frame rate is lower than the maximum frame rate of the game client, executing frame rate increasing processing through the frame limiting interface, wherein the monitoring of the frame rate is detected through a rendering thread.
8. An apparatus for enhancing fluency of cloud games by dynamic frame limiting, the apparatus comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the method steps of any of claims 1-7 when executing the computer program.
9. A computer-readable storage medium, in which a computer program is stored which, when being executed by a processor, carries out the method steps of any one of claims 1 to 7.
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CN202011126110.4A CN112370776A (en) | 2020-10-20 | 2020-10-20 | Method, device and medium for improving cloud game fluency through dynamic frame limiting |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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CN112870711A (en) * | 2021-04-28 | 2021-06-01 | 腾讯科技(深圳)有限公司 | Cloud game processing method, device, equipment and storage medium |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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CN112870711A (en) * | 2021-04-28 | 2021-06-01 | 腾讯科技(深圳)有限公司 | Cloud game processing method, device, equipment and storage medium |
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